Base Class: Rogue
A rogue who has been gifted ghostly die by a mysterious being who wishes to spread chaos. These ghostly die give the Rogue the ability to skew luck in his favor, both in life and in combat.
Note: This is a WIP and has not been playtested yet. I will work on better integrating with DnD Beyond when I have time.
Ghostly Gambit
When you choose this archetype at 3rd level, you acquire a pair of ghostly six sided die. Using your bonus action you may use a free hand to roll these die. Roll 2d6, the first D6 is to roll on the Gambit table, the second D6 is the number of rounds the Gambit will last. You must be holding the dice in at least one hand to gain the benefits of this feature. You also gain proficiency in Dice sets.
Gambits:
1: Ghostly Strike: The die grant your weapon a portion of their power, when successfully attacking a target add additional necrotic damage equal to your charisma modifier + your rogue level.
2: Hit and Run: You feel invigorated by the die and gain the benefits of the Mobile feat.
3: Elusiveness: Your senses become heightened and you feel as if you can predict your enemy's attacks with greater ease. While wearing Light or no armor, you gain a bonus to your AC equal to your proficiency bonus.
4: Acrobatic Strikes: Your body feels light as a feather, allowing you to move in and out of your enemy's defenses with ease. Your melee weapon attacks gain the benefits of the Reach feature and you may disengage once per turn without using an action.
5: Sinister Strike: When doing damage with Sneak Attack, add additional d6s equal to your proficiency bonus to the damage.
6: Alacrity: You can Attack twice, instead of once, whenever you take the Attack Action on Your Turn. You may also use your bonus action to make one additional attack, this may only be done if you have taken the Attack action during your turn.
Low Blow
Low Blow:
Starting at 3rd level, you've learned how to identify weaknesses in your opponent through careful observation. When successfully landing a Sneak Attack, you may choose to forgo doing additional damage to instead attempt to stun your target. The target must succeed on a Constitution saving throw or be stunned for 1 minute. They may make a constitution saving throw at the end of each of their turns, on a success they are no longer stunned. The DC for this saving throw is 8 + your proficiency bonus + your charisma modifier.
You may use this feature a number of times equal to your proficiency bonus, you regain all uses of this feature after taking a long rest.
Poker Face
At 9th level, you've mastered the art of not revealing your true intentions. You gain proficiency in the Deception skill. If you already have proficiency in the Deception skill, you instead gain expertise. If you already have expertise in Deception, you may choose any charisma based skill you are proficient in, other than deception, and add a +2 modifier to it.
Poker Face Bonus (Intimidation)
Choose this option if you already have proficiency and expertise in Deception and wish to gain a +2 bonus to Intimidation (Cha) ability checks.
Poker Face Bonus (Performance)
Choose this options if you already have proficiency and expertise in Deception (Cha) ability checks and want a +2 bonus in Performance (Cha) ability checks.
Poker Face Bonus (Persuasion)
Choose this option if you already have proficiency and expertise in Deception and wish to gain a +2 bonus in Persuasion (Cha) ability checks.
Poker Face Expertise
Choose this option if you have proficiency in the Deception skill.
Poker Face Proficiency.
Choose this option if you do not have proficiency in the Deception skill.
Fate's Ally
Starting at 13th level, you gain an additional ghostly die. You may now roll 3d6 when using the Ghostly Gambit feature. The first two D6 determine what benefits you gain from the Gambit table, and the third D6 determines the amount of rounds you benefit from those features. Additionally if at least two of the die come to an identical number, you may choose any one gambit to benefit from and you regain a use of Low Blow.
Cheat Death
Starting at 17th level, when your are reduced to 0 hit points or take enough damage to kill you outright, you may use your reaction to instead sacrifice one of your ghostly die to instead take no damage and heal you for 1d6 + your proficiency bonus + your rogue level. You may only use this feature if you have three ghostly die, and you regain your sacrificed die after finishing a long rest.
Additionally when making death saving throws, you may roll a d6 and add it to the total.
Previous Versions
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5/25/2023 10:17:04 AM
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26
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2
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0.1
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Coming Soon
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