Rogue
Base Class: Rogue

A genetic Thief honed from the day you were made, able to steal the genetic advantages of enemies while maintaining  your own bio-mantic advancements.

Level 3: Major Adaptions

You are able to implement the first basics of your Biomancy knowledge to edit your own form into the perfect weapon. Your natural weapons become magical in addition you may choose a major adaptation from the list below. At 9th level you gain a second, at 13th level you gain a third, and at 18th level you gain a fourth.

Additional Arm

You have one additional arm that can hold an object. In addition if it is holding a weapon you may make an attack with that weapon as part of the two-weapon fighting attack as long as all your weapons fit the restrictions.

Bio-electric Tendrels

You gain four Tentacles or tendrils that can old objects weighing no more than 10 pounds, these may not be weapons. As a bonus action you may make two natural weapon attacks with these tentacles. They have a range of 20ft, they are finesse, light and deal 1d8 lighting damage.

Digitigrade Legs

Your walking speed increases by 30ft. In addition opportunity attacks against you have disadvantage.

Gilded Scales (Or other defensive adaptation)

Your unarmoured AC becomes 10+Dex+Con. You may wield a shield and still gain this benefit.

Grafted Wings

You gain a flying speed of 60ft.

Ooze Like Form

You gain resistance to bludgeoning damage, in addition you can move your body to fit through a space of one inch as long there is a space behind it big enough to reform afterwards.

Preternatural Reflexes

You gain advantage on Dexterity (Acrobatics) Checks, your Dexterity Score Increases by two and your Strength Scores Decrease by two.

Proportional Strength

You gain advantage on Strength (Athletics) Checks, your Strength Score Increases by two and your Dexterity Scores Decrease by two.

Regenerative Tissue

At the start of each of your turns you regain hitpoints equal to your proficiency bonus as long as you have not taken fire damage in the last minute.

Minor Adaptations

You are able to implement the first basics of your Biomancy knowledge to edit your own form into the perfect weapon. You may choose one minor adaptation from the list below. At 6th level you gain a second , you get a third at 8th, a fourth at 12th and a fifth at 16th. Whenever you finish a long rest you may change your minor adaptions.

Adapted Rest Cycle

You only need to rest for 4 hours for a long rest rather than 8.

Bioluminescence

You emit dim light up to 20ft.

Bladed Arm Barbs

You gain natural weapons on your arms or legs, they have 5ft reach, finesse, light, and deal 1d8 slashing or piercing + Str/Dex damage.

Chameleonic Skin

Proficiency in Stealth and advantage on stealth checks.

Defensive Quills/spines

When a creature hits you with a melee attack it takes piercing/bludgeoning/slashing damage equal to your proficiency bonus.

Echolocation

You gain blindsight of 120ft.

Elemental Resistance 1.

Choose an element to gain resistance to when you choose this adaptation.

Elemental Resistance 2.

Choose an element to gain resistance to when you choose this adaptation.

Enhanced Senses

Darkvision 60ft if you already have Darkvision your Darkvision increases by 60ft. Advantage on Investigation, Perception and Nature Checks.

Manifold Mind

You gain proficiency in Intelligence and Wisdom Saving throws.

Mind of Steel

You become immune to charmed and frightened effects.

Poisonous Skin

You are immune to poison and the poisoned condition. In addition, if a creature makes contact with you, it must make a Con save (DC 8+Dex+Proficiency). If it fails it becomes poisoned.

Reduced Metabolic Rate

You only need to eat and drink once every 3 days.

Stinging Tail

You gain a natural weapon and a tail, the weapon has 10ft reach, finesse, light and does 1d6 piercing. In addition, when a target is hit with an attack from this weapon it must make a save equal to your spell save taking 1d6*proficiency poison damage on a failure and half as much on a success.

Suction/Sticky Scaling

You gain a climbing speed of 30ft.

Level 9: Genetic Extraction

Stealth Attack (Cost: 2d6). The DM reveals the creatures resistances, immunities and natural weapons. You gain either two of the resistances or one of the immunites or natural weapons for 1 minute or until you use this sneak attack option again. Any weapons you steal use your Dex and are counted as finesse weapons.

Level 13: Advanced Extraction

When you use your Extract Genetics Sneak attack you may instead take either, All its resistances, two immunities, all its natural weapons or a single unique action the creature has that is natural to it (e.g a dragons breath weapon or a creatures natural magic). If you take a unique action the extraction ends when you use that feature or after a minute whichever comes first. You use the creatures bonuses and Save DC's for stolen actions.

Level 17: Gene Thief

When you steal something using your Extract Genetics the creature you extracted from loses the effects you took for the same duration you have them.

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