Rogue
Base Class: Rogue

a subclass inspired by Ban from Seven Deadly Sins could be a fun project! Ban's abilities are quite unique, revolving around immortality, high-speed regeneration, and stealing the physical abilities of others.

Snatch

At level 3

  • Action: Make a ranged Sleight of Hand check against a creature or unattended object within 60 feet.
  • Snatch Object: Target an object within 60 feet. Opposing creature must succeed on a Strength or Athletics check to keep it.
  • Snatch Speed: Opposing creature must succeed on a Strength or Athletics check. On failure, reduce its speed by 10 feet and increase yours by the same amount. Optionally deal 1d6 damage and reduce target's Strength or Dexterity by 1 until end of combat. One use per creature.

Thief's Insight

Also Level 3

  •  Bonus Action: Choose a creature that you can see and roll a insight check against their deception check if you pass you get a creature's AC, Damage Vulnerabilities, Damage Resistances, Damage Immunities, Remaining Hit Points, Hit Point Maximum, Skill Proficiencies, Ability Scores, or Amount of Gold/Valuables. You get advantage on rolls to track this creature. 

Snatch Vitality

At Level 9

  • Action: Force a creature to make an Athletics or Acrobatics check at advantage against your Sleight of Hand.
  • Effects: If the creature fails, deal force damage equal to Sneak Attack dice and regain the same in HP. Excess becomes temporary HP. Remove a limb, eye, or tooth if failure margin is 10 or more. Kill if HP is less than 5x your rogue level. if they pass you use level 3 snatch instead.

Snatch Mastery

At Level 13

  • Reaction: When a creature within 60 feet makes an attack or ability check, oppose with Sleight of Hand vs. their Acrobatics or Athletics.
  • Effects: On success, roll Sneak Attack dice to reduce their roll and gain that as a bonus on your next roll. Also, choose to reduce one of their ability scores (Str, Dex, Con) by 1d4 and increase yours by the same. Lasts until next rest.

Immortal Sin of Greed

At Level 17

  • Passive Abilities: Hold breath indefinitely, no need for food/water/sleep, immune to aging, poisons, and diseases.
  • Regeneration: You are constantly under the effects of the regenerate spell unless you take force damage on your last turn last turn. You can use a bonus action to activate the initial healing of the spell but each time you do this more then twice between long rests you gain a level of exhaustion (you'll have to add the exhaustion manually dnd beyond limitations and all).
  • Resurrection: If you fully die, resurrect in 1d4 days with 3 levels of exhaustion and 1 HP this can be stalled by certain wizard spells or soul destruction which make the roll 1d100. But cannot be removed or sped up by wish or divine intervention. 

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/28/2023 1:51:15 PM
7
2
1
Coming Soon
11/17/2023 8:16:45 AM
14
5
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes