Base Class: Rogue
Xolotl Jackal Rouges are said to be the living embodiment of the Quetzal God Xolotl who was commonly depicted as a soul-guide for the dead. He was also the God of twins, monsters, misfortune, sickness, and deformities. The Jackal Rouge's various abilities resemble that of Quetzal God Xolotl.
Indiscriminate Sneak
3rd-level Xolotl Jackal feature
Starting at 3rd level, when you hit a target with sneak attack you roll an additional d20 to determine a possible additional effect to be added to the attack or an effect will be given to you. The DC Save that all your Indiscriminate Sneak effects use is calculated as 8 + DEX + Proficiency Bonus.
Roll d20 | Additional Effect |
1 | Self: Roll next stealth check as a single straight D20 Roll without using any modifiers or Reliable Talent. Sneak Attack CANNOT activate on your next turn. |
2 | Target: Blinded until the end of your next turn (Wisdom Save) |
3 | Self: Adrenaline Rush - Gives you effects of haste until the end of your next turn. You don't get side effects after it ends |
4 | Target: Exhaustion +1 (Constitution Save) |
5 | Self: Quick Stitch - Heal 10% rounded down of your health. |
6 | Target: Frightened until the end of your next turn (Charisma Save) |
7 | Self: Extra Attack - You are allowed to make 1 additional weapon attack on this turn. |
8 | Target: Poisoned until the end of your next turn (Wisdom Save) |
9 | No extra effect |
10 | Target: Stunned until the end of your next turn (Intelligence Save) |
11 | No extra effect |
12 | Target: Silenced until the end of your next turn (Dexterity Save) |
13 | Self: Detox - Apply effects of Greater Restoration to yourself for 1 condition |
14 | Target: Confused until the end of your next turn (Intelligence Save) |
15 | Self: Cleanse - Apply effects of Lesser Restoration to yourself for 1 condition |
16 | Target: Knocked Prone until the end of your next turn (Strength Save) |
17 | Self: Greater Invisibility spell casted on yourself until the start of your next turn |
18 | Target: Tranquilizer Laced - enemy gets the effects of slow until the end of your next turn (Constitution Save) |
19 | Self: Your first attack on your next turn has advantage |
20 | Self or Target: Select 2 effects from 2-19 |
Twitchy
3rd-level Xolotl Jackal feature
As a Reaction, You can use Twitchy ability a number of times equal to your Proficiency Bonus per long rest so you can either give an enemy you can see disadvantage on all attacks against you until the start of your next turn or you can use your Twitchy ability to give yourself advantage on all D20 Tests until the start of your next turn.
Misfortune
9th-level Xolotl Jackal feature
If you hit a target with Sneak Attack you can use your Bonus Action to use your Misfortune ability on that target which you can do a number of times equal to your proficiency bonus per long rest. The target will be affected by Misfortune on all of its D20 Test rolls until the end of your next turn. Misfortune is the opposite as luck, if the target has advantage on a roll it will then roll a third time and take the lowest of the three. If the target has disadvantage on a roll it will roll a third time and take the lowest of the three. If the target has a normal roll, it will take disadvantage on that straight roll. The Luck feature cannot be used while under the effects of Misfortune. No other re-rolls caused by spells or abilities will be allowed to increase probability of getting a higher roll.
Arial Assault
13th-level Xolotl Jackal feature
Starting at 13th level, as an Action you can summon Couatl wings from your back that cannot be dispelled, counterspelled, or prevented from activating due to anti-magic fields a number of times equal to your proficiency bonus per long rest. Your flying speed is equal to your walking speed for 1 hour. If you already have wings because of your race, they will transform into Couatl wings and gain the benefits as long as this feature is active.
Deformity
17th-level Xolotl Jackal feature
As an Action you can use your Deformity ability on any creature you can touch. The creature you touch must make a Dexterity Saving throw DC equal to 8 + DEX + Proficiency Bonus and If the creature succeeds the saving throw you cannot use this feature on that creature again for 24 hours. You only use the ability when a creature fails its saving throw and on a fail save you give it one of the following 6 Deformities for 1 Day:
Ability | Deformities | Deformity Effect |
STR | Arms | Disadvantage: Strength checks and Saving throws. Removes Proficiency Bonus to all STR based abilities |
DEX | Legs | Disadvantage: Dexterity Checks and Saving Throws. Removes Proficiency Bonus to all DEX based abilities |
CON | Heart/Chest | Disadvantage: Constitution checks and Saving throws. Removes Proficiency Bonus to all CON based abilities |
INT | Brain | Disadvantage: Intelligence checks and Saving throws. Removes Proficiency Bonus to all INT based abilities |
WIS | Head | Disadvantage: Wisdom checks and Saving throws. Removes Proficiency Bonus to all WIS based abilities |
CHA | Anywhere else | Disadvantage: Charisma checks and Saving throws. Removes Proficiency Bonus to all CHA based abilities |
This effect can be removed by using two separate Greater Restoration Spells. The first will remove the Disadvantage Effect and the second will allow the use of Proficiency Bonus on those abilities.
Previous Versions
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9/21/2022 6:57:44 AM
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3.0
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9/26/2022 9:41:34 AM
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5/23/2023 8:12:44 PM
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7/24/2023 8:48:02 PM
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8/4/2023 5:52:34 AM
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8/4/2023 5:57:31 AM
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8/6/2023 9:15:02 PM
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7.5
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8/16/2023 5:46:50 AM
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8.0
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