Base Class: Rogue
-Destiny 2 hunter subclass-
LORE
The Bladedancers deride us as slow. The Gunslingers say we lack precision. “How is that better than a knife?” “How is that better than a flaming pistol?” Well.
My boots sink inches into the ground with every step. My rebreather filters the stench out of the air, but my eyes sting like I'm showering with battery acid.
“We're almost there,” my Ghost chirps. My jaw clenches. I know we're almost there, Little Light.
This vile marsh opens to reveal a black cave's maw. Inside, an infinite number of little green eyes flicker like bad stars. CRACK! I fire a single bullet into the air and the horde in the cave shrieks and runs out.
“This is it, you two.” The Warlock and Titan leap from the bog behind me. A bow appears in my hands and I let a single binding shot loose from the shadow.
Now there are Orbs of Power everywhere. Eat, my friends.
Shadowshot
When handling a bow, roll 1d20, on a 18 or higher, you can tether foes to a Void Anchor, slowing, weakening, and suppressing them for you and your allies.
On a miss
The arrows lands at 1d12 ft of the target and every creatures at 10 ft. of the arrow’s impact need to do a Constitution saving throw.
On a success
The creature is not grappled
On a fail
The creature is grappled for a 3 rounds duration. When the effect ends, their speed(walking, swimming, flying and so on) is halved. Their AC is also halved. The effect lasts for 2 rounds. But they are immune to an other Shadowshot and for every spells that can’t put them asleep, charmed and every other conditions for 2 rounds.
Strafe jump
While in mid-air, jump a second time with strong directional control. You can re-use it when you thouch the ground.
Marksman’s dodge
As a reaction or bonus action, you can dodge to perform an evasive maneuver with a steady hand, from 5 ft. of your current location, as long as the space is unoccupied. Can be used thrice times per long rest.
Spectral blades
Summon a pair of deadly void blades and stalk the battlefield in a veil of shadows. Can be used twice per long rest.
When the blades touched an enemy, he takes 1d6+DEX modifier and need to do a CON saving throw. If he fails, he takes 1d8 additional necrotic damages and half as much on a success
Vanishing step
Dodging makes you vanish from sight for a short time. Can be used twice per long rest.
Gambler's dodge
Dodge to perform a deft tumble, avoiding enemy attack. Dodging at a maximum of 15 ft. of an enemy grants you 1 more use to Spectral blades. Can be used twice per long rest
Keen scout
Your movement speed is increased by 10 ft and you can detect enemies at 15 ft for 1 minute.
Void wall
You creates a horizontal wall of burning Void Light of 20 ft that causes 1d10 necrotic damages to any creatures that cross it or start is turn on it. Can be used twice per long rest
Flawless execution
Killing an enemy, it grant you invisibility, truesight and increased your melee range of 5 ft for 5 minutes.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/4/2023 8:20:17 PM
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12
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1
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V.0.0.1
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Coming Soon
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