Rogue
Base Class: Rogue

[A SCI-FI/CYBERPUNK THEMED SUBCLASS]

 

It is well known that a rogue will do whatever it takes to get ahead. Sometimes, this means assassination, and other times it means dealing with the dead. In this case, you have created a bond with a parasitic alien. It has promised to help you in your roguish endeavors, so long as you let it feed off your body...and those that you fell. The parasite has not held back on altering your body as it sees fit for it's own goal, and although these changes are permeant, you think that this union will be a fruitful one.

Quiet Hitter

Your unique bond with the parasites has made you quiet and stealthy. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Brutal Survival

Due to the parasites you now willing carry around, your body has changed and so has your methods of survival. Below are the ways you've changed:

  • Your blood has become a dangerous poison when used in the right way. As a bonus action you can apply it to your weapon, dealing an extra 1d4 of poison damage. this die increases to 2d4 at level 3, 1d6 at level 5 and 1d8 at level 9.
  • Your bite has become a weapon as well. As a bonus action you can bite as a melee attack. This deals 2d4 poison damage. The d4 increases to 1d6 at level 7.
  • You have grown claws and talons that allow you to climb at a speed of 30 ft.

Parasitic Underlings

At 9th level, you gain the ability to implant a previously living being with a parasite. If a beast or a humanoid dies within 20 feet of you, you can use your reaction to implant your parasite, causing it to stand up immediately with half of it's maximum hit points intact. The creature uses the Ghoul stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. You may do this multiple times in battle.

In combat, the parasitic host's turn comes immediately after yours. It obeys your mental commands, and take any actions detailed in the Ghoul stat block. 

You can use this feature 3 times per long rest.

Corrosive Blood

At 13th level your toxic blood has become very potent from extended exposure to your parasite. As a bonus action, you cause a creature within 30 feet of you to become poisoned. The creature takes 4d6 poison damage as well. Your sneak attack can be used with this, but it is halved.  The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. 

 

Overpower

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.

When a creature that isn't a construct is reduced to 0 hit points within 30 feet of you, you can use your reaction to do one of two things:

  • Sacrifice the creature's life force to feed your parasite. Until the end of your next turn, your attacks have advantage, and you gain resistance to all damages but fire.
  • Let your parasite take over the animal. This functions similarly to your Parasitic Underlings feature except the creature will remain with you until you create a new Underling (or use this ability again), and their stat block is now either a Ghast or Girallon Zombie.

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