Base Class: Rogue
The Unhinged Maiden uses their wits, careful planning, and a dash of crazy to move through the shadows, deceive unsuspecting victims, and concoct schemes equally creative and crazy. These death dealers revel in not only crippling their opponent, but capitalizing on the opportune moment to strike the enemy while they are already down. No mercy comes to those who have the misfortune of being the target of the Unhinged Maiden. They’ll go a great length to make their delusional fantasies a reality or to get revenge for those who manage to become a target of hers.
Tantōjutsu
At 3rd level, your practice of martial arts and love for knives gives you mastery of combat styles that use knives, needles, and other light, finesse weapons.
You gain the following benefits while you are unarmed or wielding only light, thrown, or finesse weapons and you aren’t wearing armor or wielding a shield:
- Any weapons (makeshift or standard) that have the light and thrown properties (from a fork to a throwing axe) are considered “knife weapons” and can be wielded similarly to daggers
- Your agility makes up for lack of armor. Your unarmored AC = 10 + Dex mod + Charisma mod. You gain an additional + 1 while dual wielding KWs
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and knife weapons.
- You can roll a d6 in place of the normal damage of your unarmed strike or knife weapon. This die changes as you gain rogue levels, increasing to a d8 at level 9, a d10 at level 13, and a d12 at level 17.
- You can draw and attack with knifes and other light/thrown weapons in the same action.
- When you use the Attack action with an unarmed strike or a knife weapon on your turn, you can make an additional unarmed or knife attack (melee or ranged) as a bonus action. For example, if you take the Attack action and attack with a dagger, you can also make an unarmed strike or another dagger attack as a bonus action, assuming you haven’t already taken a bonus action this turn.
- You are able to conceal a number of daggers equal to your proficiency modifier within your clothing that cannot be detected without the aid of magic. Additionally, the first attack made by one of these daggers has advantage as it slips neatly from concealment into your foe's body.
- Whenever you throw a weaponthat has both the light and thrown properties, the normal and long range of the weapon is doubled (for example, the range of a thrown dagger becomes 40/120). Additionally, you can add your ability modifier to any thrown ranged weapon attack using a bonus action. This ability does not stack with the Two-Weapon Fighting option from the Fighting Style feature
Metaphysical Manifestation
Starting at 3rd level, the desires of your fractured mind become so powerful that they become a reality thanks to an innate well of raw magic you produce from another realm. Your access to this energy is represented by a number of Meta points. The number of points you have is equal to your Rogue Level.
You can spend these points to fuel various features. You start knowing the Minor Manifestation feature, but gain more in later levels.
When you spend a meta point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended energy back into yourself. You must spend at least 30 minutes of the rest meditating to regain your meta points.
Some of your Meta features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Meta save DC = 8 + your proficiency bonus + your Charisma modifier
Minor Manifestation
You can almost make your desires into a reality, causing minor illusions of them to appear instead. This spell has the same functionalities as Minor Illusion, Mage Hand, and Thaumaturgy. It is counted as a cantrip that can be used at will without the need of meta points.
Stalker’s Agility
At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.
Acupuncturist
By 9th level, you have honed your Tantōjutsu Skills, focusing on the art of knife throwing. With your knowledge and understanding on general anatomy you are able to achieve various results with surgical precision in combat. You gain the following features:
Fistful of Daggers
When you take the attack action to throw a knife weapon, you can throw an additional amount of daggers up to your proficiency modifier. Only one of these knives can benefit from your sneak attack damage.
Pinning Strike
Make a ranged attack with a knife weapon. On a successful hit the target is pushed back 5 ft. If the target is adjacent to a solid surface (wall, tree, etc.) before or after being pushed back, they are pinned to the surface. While pinned they have zero move speed and disadvantage on attacks. It takes one full action for the target to unpin themselves.
Powerful Toss
Make a ranged attack with a knife weapon. On a successful hit the target takes an additional 3d6 piercing damage.
Aim for the Gut
Make a ranged attack with a knife weapon. On a successful hit the target is sickened (same effects as poisoned condition to overcome resistance or immunity to standard poison)
Aim for the Tendons
Make a ranged attack with a knife weapon. On a successful hit the target is unable to use any actions that require use of their limbs. This lasts until the target receives magical healing or 1d4 rounds.
Aim for the Throat
Make a ranged attack with a knife weapon. On a successful hit the target is unable to use any actions that require use of their voice. This lasts until the target receives magical healing or 1d4 rounds.
Skimming Strike
Make a ranged attack with a knife weapon. On a successful hit, you may make a second attack with disadvantage against another target within 10 ft and line of sight from the first target. This does not expend another knife.
Shifting Shadow
At 13th level, you have learned how to strike without revealing yourself. When you attack an enemy while hidden, the target of your attack may make a Wisdom (Perception) check contested by your Dexterity (Stealth). On a success, the creature learns your location, but on a failure, you remain hidden. If your attack was a melee attack, you have disadvantage on the Dexterity (Stealth) check.
Savage Strikes
At 17th level, your quiet, hidden strikes can fatally wound your enemies. When you deal damage with your sneak attack to a creature that has blood, the creature takes damage at the start of its next turn equal to half your sneak attack damage. Additionally, when you attack while hidden, your attacks critically strike on a roll of 19 or 20.
Previous Versions
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2/21/2023 4:45:55 AM
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