Rogue
Base Class: Rogue

You have learned to manipulate your life essence as if it is a separate entity altogether, choosing often to “wear” it like a cloak.

Hit Dice Pool

You have learned to harness your own life essence to power certain features and abilities. Your life essence is represented by your Rogue hit dice and your hit point maximum at any given time. You have a number of Rogue hit dice equal to your class level and you can recover a number of them equal to one half your class level when you finish a long rest.

Cloak

You have learned to manipulate your life essence as if it is a separate entity altogether, choosing often to “wear” it like a cloak. As an action, you can expend and roll 1 Rogue hit die to don your life essence cloak. The cloak remains active for a number of hours equal to one half of the number rolled (minimum of 1). While wearing the cloak it, you gain a +10 to any Dexterity (stealth) checks you make while in dim light or shade, and whenever you make a check with your thieves tools or a skill that requires physical movement, you can expend and roll 1 Rogue hit die to gain a boost to the check equal to the number rolled.

The cloak ends early if you are incapacitated, reduced to 0 hit points, fall unconscious, or use a bonus action to end it early.

Dagger

Your cloak can stabilize your aim, aiding you in combat. Whenever you make an attack roll while wearing the cloak, you can expend and roll 1 Rogue hit die to have your cloak assist your aim. Add the number rolled to your attack roll. You can choose to use this ability after you’ve made your attack roll, but before you know if it hits.

Cloaked Ally

You can exert a small amount of physical control over a creature that wears your cloak. As a reaction while you are wearing your cloak, whenever a willing creature within 30 feet of you is forced to make a Dexterity saving throw, you can expend 2 Rogue hit dice to send your cloak to the creature and control its movements. Make a Dexterity saving throw. The creature must use your save for the roll. The cloak then returns to you. You can decide to use this feature after the creature has made its throw, but before you know whether or not it is successful.

Cloak Siphon

You can send your cloak to siphon life essence from another creature and return it to you. As an action while wearing your cloak, you can choose one creature within 30 feet of you that you can see and send your cloak to it, forcing it to make a Constitution saving throw. The DC for the save is 8 + your proficiency bonus + your Constitution modifier. It takes force damage equal to 2d4 + your Constitution modifier and loses a number of hit dice equal to one half the damage on a failed save, or half as much damage and does not lose any hit dice on a success.

You gain a number of temporary hit points equal to the damage the target takes, and regain a number of expended Rogue hit dice equal to the number of hit dice the target loses.

Improved Cloak

Your mastery of your life essence cloak has improved and you have learned how to manipulate it even further. While wearing the cloak, you are now invisible in darkness to any creature that relies on darkvision to see you, and you can use a bonus action on your turn to expend 3 Rogue hit dice and adorn a willing creature within 30 feet of you with your cloak for 1 minute. For the duration, whenever the creature makes an ability check that requires physical movement using an ability that you are proficient in, the creature rolls 1d8 and adds the number rolled to the check. You can use a bonus action on a subsequent turn to recall the cloak to you.

Mirrionette

Your connection to and strength with your life essence cloak has improved so much that you can now exert physical control over any creature wearing your cloak, even against its will. As an action while wearing your cloak, you can expend 5 Rogue hit dice and attempt to wrap a creature within 30 feet of you in your cloak for 1 minute. The target must be one size larger than you or smaller. It must succeed on a Strength saving throw or be wrapped in your life essence cloak. While wrapped in your cloak the creature is subjected to the following effects:

  • The target is incapacitated (see condition) and can’t move or be moved by any creature, spell, or effect other than to mirror your movements.
  • You cannot force the target to speak, but you can choose whether or not to allow it to open its mouth to speak on its own.
  • The only action it can take on its turn is to retry the Strength saving throw to try to break free of the cloak’s grasp.
  • The target automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the target is a critical hit if the attacker is within 5 feet of the creature.
  • The target is forced to turn to face you, and it exactly mirrors your actions and movements as long as there is not a physical obstruction preventing it from doing so. For example, when you walk toward the target, it walks toward you; when you back away, it also backs away; if you raise your right hand, it raises its left hand; if you walk to your right, it walks to its left unless physically obstructed by an object (like a wall) that cannot be easily moved (like a small piece of furniture). The cloak can lift or keep the target in the air to match your movements if you rise above the target whether by climbing, a spell, or other effect.

The effect ends early if you are incapacitated, reduced to 0 hit points, fall unconscious, or if you use a bonus action to recall the cloak to you.

Previous Versions

Name Date Modified Views Adds Version Actions
3/20/2024 5:38:42 AM
67
23
1
Coming Soon

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