Base Class: Rogue
Thri-kreen's alien nature and form often precludes them from society. To gain entry, study and participate in society the ever pragmatic Thir-kreen Skinwalkers have developed a method of stealing the faces and consuming humanoid flesh to gain access to their forms, skills and even their thoughts and talents.
Identity Thief
3rd-level Skinwalker feature
Face Thief - Quick and Dirty (1 minute): By ritually skinning the face off of a creature you create a mask that allows you to gain the appearance and voice of that creature. This is a quick and dirty method that does not allow for preservation of the mask. The effect lasts for one hour at which time the mask deteriorates and the disguise vanishes.
Face Thief (10 minute): This version of the Face Thief ritual preserves the face creating a permanent mask that can be used for longer duration and repeatedly. In addition to the appearance and voice, you gain superficial knowledge of their life. You gain a language they spoke and learn the vernacular of their trade.
Body Thief (30 minutes): By ritually skinning off the face and consuming some of the creature's flesh you create a permanent mask that when donned grants the benefits of the Face Thief as well as one tool, weapon, armor or skill proficiency the creature possessed. You also gain deeper insight into their lives learning basic information such as where they live, places they frequent and superficial information about their personal connections.
Mind Thief (1 hour): By ritually skinning off the face and consuming some of the creature's flesh including the brain you create a permanent mask gaining the benefits of Face and Body Thief. Additionally, gain detailed knowledge of the target’s personal life, including their daily routines, habits, and significant events in their recent past. Gain advantage on Charisma (Deception) checks made while wearing the face, as you are able to flawlessly imitate the target’s mannerisms, speech patterns, and behaviors.
Upon completion of the ritual, as an action, you can wear the face over your own, magically transforming your appearance and voice into that humanoid. This transformation does not change your clothes, armor, weapons, or other belongings. You may remove the face as a bonus action. While wearing another humanoid’s face, you have advantage on Performance checks to maintain the disguise. This disguise cannot be identified through magical means such as true sight. Creatures who have discovered your secret can remove your face by peeling it off as an action if they are grappling you. Faces only be destroyed by being burned. Faces not burned within 1 minute of being removed will automatically return to your Bag of Faces after being removed.
Face Duration: You may wear a face for a number of hours equal to your Charisma modifier (minimum of 1) plus your proficiency bonus. Removing a face and replacing it with a new face consumes one hour of this time.
Bag of Faces: You gain possession of a Bag of Faces, a small satchel crafted from dark leather adorned with alien sigils. This bag acts as an extraplanar dimension, capable of storing only faces collected during your rituals. If you lose the Bag of Faces, you can create another with a ritual. The lost bag reappears in your possession at the end of the rest, along with all faces previously stored within it. Additionally, you can retrieve or store a face in the Bag of Faces as a bonus action. You can have a number of faces in your collection equal to your proficiency bonus. When you reach your collection maximum, you can add a new face to your collection by burning a previous face.
Poisoner
3rd-level Skinwalker feature
You can prepare and deliver deadly poisons, granting you the following benefits:
- When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
- You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
- You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8
poison damage and become poisoned until the end of your next turn.
Mortal Sustenance
9th-level Skinwalker feature
Through the consumption of flesh of the living or recently departed (within 1 minute), you’re able to accumulate boons from the departing soul, a sliver of its life essence. You can only harvest one boon per creature, per day.
You can have a maximum number of boons equal to your proficiency bonus, and you can’t create one while at your maximum. You can use a boon in the following ways:
- You can consume a boon to grant you 2d6 temporary hit points. Any number of boons can be consumed in this way.
- When you deal Sneak Attack damage on your turn, you can consume a boon to increase your sneak attack damage by 2d6.
- You can consume a boon to add 1D6 to any skill check, attack or savings throw after the roll but before reconciling whether it is a failure or a success.
Face Harvester
13th-level Skinwalker feature
Your skill at harvesting and preserving faces is greatly increased. The time requirement for harvesting the faces has been reduced greatly. For example, it only requires 1 minute to gain the benefits from harvesting a face in 10 minutes, 10 minutes to gain the benefits from harvesting a face in 30 minutes, etc.
Additionally, you can now have a number of faces equal to your proficiency bonus + your charisma bonus.
You gain an additional way to use your Sneak Attack: you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are wearing a face, as long as you don’t have disadvantage on the attack roll.
Furthermore, when you remove a face as a bonus action, or if someone removes it as an action, you can magically turn invisible, along with anything you are wearing or carrying, until the end of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can turn invisible in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Faceless Death
17th-level Skinwalker feature
You can wear faces indefinitely, making your Face Duration infinite. In addition, while wearing another creature’s face, you are immune to any magical effects that would sense your emotions or read your thoughts and gain resistance to psychic damage. While wearing another humanoid’s face, you gain the following benefits:
Dreadful Visage:
- You can use an action to target a creature you can see within 30 feet. That creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this ability a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
- Any hit you score against a creature who is frightened as a result of this ability is a critical hit.
Comments