Base Class: Rogue
Fight the Power!
The Disruptor is the rogue you never see coming—or maybe you do, but only because they want you to. They specialize in doling out nasty afflictions while sowing chaos. Disruptors are walking enigmas who thrive in unpredictability, moving seamlessly through shadows, always one step ahead of the confusion they create. Their Cunning Strike attacks are laced with afflictions like poison, fear, and worse, and they gain power the more conditions their enemies suffer. At their peak, they exude an aura that erodes resistance to conditions.
Playing the Disruptor means embracing deception and bewilderment as tools of the trade. They delight in baffling those around them, often pretending to be a fool while subtly pulling the strings. Their erratic behavior leaves enemies off-balance and allies wondering whose side they’re truly on, all while the Disruptor skillfully manipulates every aspect of their surroundings to achieve their goals.
Dark Enigma
3rd-level Disruptor feature
Whether you seduce your foes with honeyed words, confuse them with nonsensical ramblings, or press their buttons until their irrational anger makes them lash out, you expertly manipulate them to tilt any situation in your favor. All Wisdom (Insight) checks made against you are made with Disadvantage.
If you spend at least 1 minute talking to a creature, you may attempt to spread a rumor or conspiracy theory and have Advantage on all Charisma (Deception) checks made to start or propagate the rumor. The rate at which the rumor spreads is at the discretion of the Dungeon Master. Once you use this ability, you must complete a Long Rest before doing so again.
Sin Eater
3rd-level Disruptor feature
You can turn the misery of others into a boon. As a Magic action, you can end the Frightened, Paralyzed, or Poisoned on a willing target within 5 feet, other than yourself, to regain Hit Points equal to your Sneak Attack damage. Once you use this ability, you must complete a Short Rest before using it again.
Master of Shadows
9th-level Disruptor feature
You can move through the battlefield with the grace of a ninja and the attitude of a petulant teenager. You gain Darkvision out to 60 feet. While in an area of Bright or Dim Light, you can use a Bonus Action to teleport between shadows, up to 60 feet to an unoccupied space you can see that is also in Bright or Dim Light.
Tainted Blade
9th-level Disruptor feature
You are more dangerous the longer a battle proceeds. While you lack the explosive damage of other warrior, you excel at piling dangerous conditions on your foes that ensure their death – you just have to make sure you survive to see it. You gain a new Cunning Strike option:
- Tainted Blade (Cost: 1d6). You add a necrotic toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. While poisoned in this way, the target takes 1d6 Necrotic damage at the start of its turn. This ability can stack, increasing the Necrotic damage with each additional instance of Tainted Blade applied. At the end of each of its turns, the Poisoned target repeats the save, ending all instances of Tainted Blade on itself on a success. The difficulty of the save to end this effect increases by 1 for each additional instance of Tainted Blade on the target. Creatures who are immune to the Poisoned condition are not immune to the Tainted Blade poison, but can make saving throws to prevent or end it with Advantage.
Edgelord
13th-level Disruptor feature
If flitting between shadows and poisoning targets with flesh rotting toxin isn't enough to scare them, you can amp up your haunting laugh or whisper the lyrics of your favorite emo song in the enemies' ears. You gain a new Cunning Strike option:
- Edgelord (Cost: 1d6). You attack with a chilling aura, forcing the target to make a Wisdom saving throw. On a failed save, the target is Frightened of you for 1 minute. At the end of each of its turns, the Frightened target repeats the save, ending the effect on a success.
Punish the Wicked
13th-level Disruptor feature
Sometimes your enemies seem to forget that facing you means they're already dead, so you've learned some new techniques to speed up the process. You gain a new Cunning Strike option:
- Punish the Wicked (Cost: 2d6). You attack with a curse that exacerbates existing afflictions, forcing the target to make an Intelligence saving throw. On a failed save, the target takes an additional 2d6 damage for each condition it has. The following conditions count towards this effect: Blinded, Bloodied, Burning [Hazard], Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned, Restrained, Stunned, and Unconscious.
Rotten Presence
17th-level Disruptor feature
An ominous aura surrounds you. You are surrounded by a 15 feet of Dim Light. All enemies in the emanation have Disadvantage on saving throws to avoid or end the Blinded, Frightened, Paralyzed, Poisoned, or Restrained conditions. You can retract this aura into your body at-will (no action required).
Manifestation of Dread
17th-level Disruptor feature
You are darkness made manifest, doom incarnate, death itself! You channel that energy to create a little buddy to help you in combat. Choose its stat block: Feast of the Swarm, Umbral Wraith, or Gloomreaper. You also determine its appearance. The manifestation is Friendly to you and your allies and obeys your commands. It vanishes if you die.
The Manifestation in Combat. In combat, the creature acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. If you have the Incapacitated condition, the manifestation acts on its own and isn’t limited to the Dodge action.
Restoring or Replacing the Manifestation. Whenever you finish a Long Rest, you can resummon your manifestation or a different manifestation, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a creature from this feature, the old one vanishes when the new one appears.
Feast of the Swarm
The Feast of the Swarm is a swarm of hungry leeches – weak individually, but nearly indomitable as a group.
Feast of the Swarm
Small swarm of Tiny monstrosities, Neutral
AC 15
HP 40 (8d6 Hit Dice)
Speed 30 ft., Climb 30 ft., Swim 40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 10 | +0 | +0 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 8 | −1 | −1 |
| CHA | 2 | −4 | −4 |
Damage Resistances Poison, Bludgeoning, Piercing, and Slashing
Condition Immunities Blinded, Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 9
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Devourer of Worlds. The swarm has advantage on melee attack rolls against a Bloodied creature.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature.
Amphibious. The swarm can breathe air and water.
Bloodsucker. Whenever the swarm deals damage, it regains Hit Points equal to the half the damage dealt.
Actions
Multiattack. The swarm makes a number of Bite attacks equal to its remaining Hit Points divided by 10 (rounded down).
Bite. Melee Attack Roll: Proficiency Bonus plus your Dexterity modifier, reach 0 ft. Hit: 1d4 plus your Dexterity modifier piercing damage.
Paralytic Toxin. The swarm targets a creature that it can see within 0 feet. That creature must make a Constitution saving throw or become Paralyzed for 1 minute. At the end of each of its turns, the Paralyzed target repeats the save, ending the effect on a success. The DC for this saving throw is 8 plus your Proficiency Bonus + your Dexterity modifier.
Gloomreaper
The Gloomreaper is a swirling ball of doom capable of blasting your enemies into dust at range.
Gloomreaper
Small Aberration, Neutral
AC 18
HP 50 (8d6 Hit Dice)
Speed 0 ft., Fly 50 ft. (hover)
| Mod | Save | ||
|---|---|---|---|
| STR | 4 | −3 | −3 |
| DEX | 16 | +3 | +3 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 8 | −1 | −1 |
| CHA | 6 | −2 | −2 |
Damage Resistances Bludgeoning, Piercing, Slashing, Poison, and Necrotic
Condition Immunities Exhaustion, Frightened, Grappled, Restrained
Senses Darkvision 120 ft., Passive Perception 9
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Cloak of Darkness. The gloomreaper emanates Dim Light in a 10-foot radius.
Actions
Multiattack. The gloomreaper makes two beam attacks.
Blue Beam. Ranged Attack Roll: Proficiency Bonus plus your Dexterity modifier, 60/120 ft. Hit: 1d6 cold damage and the target's Armor Class is reduced by 2 until the start of your next turn.
Red Beam. The gloomreaper target a creature it can see within 60 feet to make a Dexterity saving throw or take 1d8 fire damage and be afflicted with the Burning Hazard. If the target is already burning, it takes an additional 1d8 fire damage. The DC for this effect is equal to 8 plus your Proficiency Bonus plus your Dexterity modifier.
Yellow Beam. The gloomreaper target a creature it can see within 60 feet to make a Constitution saving throw or take 1d6 radiant damage or be Blinded until the start of your next turn. The DC for this effect is equal to 8 plus your Proficiency Bonus plus your Dexterity modifier.
Umbral Wraith
The Umbral Wraith is a living shadow that can improve your mobility and resilience.
Umbral Wraith
Medium Undead, Neutral
AC 17
HP 50 (8d8 Hit Dice)
Speed 40 ft., Fly 40 ft. (hover)
| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 16 | +3 | +3 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 14 | +2 | +2 |
| CHA | 2 | −4 | −4 |
Damage Immunities Bludgeoning, Piercing, Slashing, Poison, and Necrotic
Damage Vulnerabilities Radiant
Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Darkvision 120 ft. (including magical darkness), Passive Perception 12
Languages Common, Abyssal
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Turn Resistance. The wraith has Advantage on saving throws against any effect that turns Undead.
Cloak of Darkness. The wraith emanates Dim Light in a 15-foot radius.
Bolster Resilience. Any ally within 5 feet of the wraith has Advantage on saving throws to prevent or end all status effects.
Shadow Stealth. While in Dim Light or Darkness, the wraith can take the Hide action as a bonus action.
Actions
Shadow Touch. Melee Attack Roll: Proficiency Bonus plus your Dexterity modifier, reach 15 ft. Hit: 1d8 plus your Dexterity modifier necrotic damage.
-
View User Profile
-
Send Message
Posted Mar 7, 2025I wasn't expecting HWFWM, but oh my God I love it so much.
-
View User Profile
-
Send Message
Posted Dec 18, 2024It certainly helps :P
I'm planning on rewriting this subclass to separate out the Affliction Specialist (name TBD) aspects and make that as a new class with Specialist, Skirmisher, and Scout subclasses, each of which with a familiar familiar.
Alongside that, I'm working on 11 other subclasses (all names are still TBD):
-
View User Profile
-
Send Message
Posted Dec 18, 2024Does the character have to be named Jason?