Rogue
Base Class: Rogue

The shadows of the streets often harbour those who weave a tapestry of fear and whispers. Horrible killers, rippers, stalk the urban sprawl with silent steps and a predatory gleam. Unleashing terror beneath the shroud of night, they are a phantom menace, leaving a trail of grisly deeds. Armed with surgical precision and terrible mental problems these rogues strike swiftly, leaving no witnesses. Elusive as the mist, they thrive in the macabre dance between predator and prey, haunting the city's darkest corners with unsolved mysteries.

Lie in Waiting

3rd-level Ripper feature

You gain advantage on stealth checks in dim light, darkness or if you use no movement on the turn you hide.

Bleeding Edge

3rd-level Ripper feature

Your melee attack are precise with enhanced lethality. When you damage a creature using your sneak attack they must make a Constitution saving throw of a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save they take 1d6 slashing damage and must repeat the save at the start of each of their turns until they succeed.

Malicious Deception

9th-level Ripper feature

You can talk your way out of peoples' suspicions and use trickery to lure in new victims. You gain advantage on Charisma (Deception) to cover up your misdoings and Charisma (Performance) checks to attract the attention of creature.

Vicious Assault

13th-level Ripper feature

When a creature succeeds on its save against your Bleeding Edge it still takes 1d6 damage at the start of its next turn but doesn't have continue rolling saves. If a creature fails its save then it will automatically fail all other saving throws against Bleeding edge so long as you keep damaging it each round.

Unmerciful

17th-level Ripper feature

Each new victim you take just seems like a drop in the ocean of blood you have created. Your mind is numbed to emotion, you have no empathy, no reason to hold back its just death. You cannot be charmed or frightened. This aura of your horrible self fuels an ominous ambiance around you effecting even creatures that do not know you're there. Creatures within 30 feet of you have disadvantage on saving throws against being frightened, and you have advantage on Charisma (Intimidation) checks against them.

Previous Versions

Name Date Modified Views Adds Version Actions
3/20/2024 5:01:43 PM
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