Rogue
Base Class: Rogue

Dragonfear rogues are rogues that have trained under dragons or perfected their talents by observing dragons. They've really taken a shine to the fear dragon's inspire at just their appearance, nevermind when they start wreaking chaos and havoc. These rogues have become masters of inspiring the same terror in exchange for giving up their stealthy ways.

Terrifying Tradeoff

Inspiring fear in those around you, as dragons do, unfortunately means that you're not a sneaky as other rogues.

The bad:

  • If you had proficiency or expertise in stealth before taking this archetype, you lose it, and can transfer them to another proficiency appropriate for rogues. You cannot gain proficiency or expertise in stealth from any source moving forward unless its magical in nature.
  • You lose cunning action: hide

The good:

  • You gain proficiency in intimidation and with alchemist's supplies.
  • You gain cunning action: Sucker punch- As a bonus action, you take a surprising cheap shot against a target creature, leaving them weaker to your next intimidation roll against them. This deals 1d6 bludgeoning damage and uses your dex modifier for hit and damage rolls. It inflicts a -2 to its next saving throw to avoid being frightened by you, increasing to -4 at level 9.

Fearmonger

At level 3, you gain the ability to sow fear among those your strike.

  • As a part of your attack action, you can force your target to make a wisdom saving throw against your intimidation roll. On failing the saving throw, the enemy is frightened until the end of your next turn.
  • Targets frightened by this and other abilities of this subclass have the added ability of the frightened creatures being unable to target the rogue with single target abilities and spells as they cannot bear to lay eyes directly on the rogue. Additionally, creatures can reroll their save to be freed of your frightened conditions at the start of each of their turns.
  • Frightened targets are considered as meeting the criteria for sneak attack.

Feared and Unafraid

At 9th level, your foray into experimentation with fear and its outcomes has lead you to a few revelations:

  • It feels really good to be feared. When you cause the frightened condition within 15 feet of yourself, you are bolstered with a pool of temporary hitpoints equal to your proficiency bonus that stacks up to 4 times. If this pool is not full upon inflicting another instance of frightened, it will be refreshed, otherwise another stack will be added. (Ex. if you currently have a pool of 12 with only 8 remaining, frightening someone would refill up to 12. If you had all 12, the next instance would add its amount to the maximum. From 12 to 16 if your proficiency bonus was +4.)
  • You are immune to the frightened condition.

Frightful Presence

At 13th level, you are a frightful sight on the battlefield, having cultivated a fearsome reputation, growing ever closer to the magnificence you witnessed in your draconic training or observation.

You constantly project a 15 foot aura around yourself. Any creature you choose or that is hostile to you that enters the aura or starts its turn there must make a wisdom saving throw against your intimidation roll or become frightened of you until the start of its next turn unless it is already frightened by you. Creatures must be able to see you in order to be affected by this aura.

Fear Itself

At 17th level, you have grown beyond the fearful presence of dragons into something more sinister, as a result, the souls of those who live in fear are ripe for the picking.

As an action, you release a terrifying roar that deals 2d10 + your charisma modifier in non-magical thunder damage to all targets who can hear you within 30 feet. If the target is under the frightened condition, they must make wisdom save against your intimidation roll or become frightened for 10 turns. If the target is already frightened and fails the save, then they take your sneak attack damage in thunder damage and become paralyzed for 10 turns. Targets who fail the save can reroll it at the start of each of their turns after their next turn.

Dragonfear Image

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