Rogue
Base Class: Rogue

The Wajinru are creatures that have come into contact with those that dwell below in the depths of the abyss. Whether it be by the twisted machinations or the unexpected generosity of the denizens of the abyss, the Wajinru are granted power to perform otherworldly feats.

Shadow Swim

Starting at level 3 when you pick this archetype, The alacrity of creatures from the Abyssal Depths hastens your every step. When you use your cunning action to dash you may move up to an additional 15 ft.. When you move in this way, you add your intelligence modifier to your AC until you stop moving. You can use this feature up to a number of times equal to your intelligence modifier (minimum of +1) before you need to long rest.

"Used to call em monsters, but they changed my mind"

Starting at level 3, creatures of the depths bestow their knowledge and adaptability upon you. Whenever you would regain HP, you may add your intelligence modifier to the amount you would gain (minimum +1). You also gain advantage on History and Arcana checks. 

Undertow

Starting at Level 9, the foul magics of the Depths allow you to inflict abyssal visions on your foes. On your turn, when you successfully land a sneak attack you may activate this ability. You move through the target you’ve Sneak Attacked, displacing to the other side of it in an open 5 ft. square, leaving behind a phantom (5ft. wide) that then follows you at the end of your turn taking the shortest possible path. Any creatures along its path must make a Dexterity saving throw (DC 8 + your Proficiency Modifier + your Intelligence Modifier.) Upon a fail, creatures take 2d10 cold damage (scaling with level) and are stunned until the end of their next turn. Upon a success, creatures take 2d10 cold damage (scaling with level) halved and their movement is halved until the end of their next turn. You may use this X times per long rest, where X is your intelligence modifier (minimum of +1).

Draktharrian Depths

Starting at level 13 the depths imbue your weapon attacks with phantom lethality. When you make a melee attack with a weapon you are proficient with, you can ignore a minimum of 1 AC on the target when resolving the roll (for example; if you roll a 11 on the attack and add 8 to the attack roll, but the target’s AC is 20, the attack still hits.) This bonus increases based on your intelligence modifier (minimum of +1).

Drowned Executioner

Starting at 17th level, you can use your connection to the Depths to execute your targets. Once per long rest, on your turn, you may use an action to teleport to any creature within 30ft. of you. If the target or any creature(s)(you may choose which creatures are affected) within 5ft. of the target have HP lower than the max amount of damage your Sneak Attack can deal (e.g. max 9d6 sneak attack = 54.), they are killed instantly. Any creatures not killed instead take damage equal to your maximum sneak attack damage. If no creature is killed then you will appear in a 5ft. open space of your choosing next to the original target. If a creature is killed then you occupy the space they previously occupied (if multiple creatures are killed you can choose which space to occupy). You may repeat this action indefinitely until it does not kill a creature (teleporting this way does not consume movement).

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