Rogue
Base Class: Rogue

Guillotine Cross characters are the executioners of the Assassin Guild, emerging from the shadows to become a force to be reckoned with. They specialize in trickery and strategic evasion, striking fear into their enemies with debilitating new poisons and enhanced stealth capabilities.

 

Venom Research

When you choose this archetype at 3rd level, you gain expertise in the creation and application of exotic poisons.
You gain proficiency with the Poisoner's Kit and the Alchemist's Supplies (if you already have proficiency in either, choose another tool proficiency), and you learn to create Guillotine Poisons. During a short or long rest, you can use your Poisoner's Kit and spend 1 hour to create a number of doses of a chosen Guillotine Poison equal to your proficiency bonus. These poisons last for 24 hours before becoming inert. You choose from the following list:

  • Oblivion Curse: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be unable to concentrate on spells or maintain any concentration effects for one minute. The creature can repeat the saving throw at the end of each of its turns.
  • Venom Pressure: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or have its speed halved and be unable to take the Dash action for one minute. The creature can repeat the saving throw at the end of each of its turns.
  • Erosion Smog: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or take poison damage equal to your sneak attack die, at the start of each of its turns for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
    success.

When you hit a creature with a weapon attack, you can apply one dose of a Guillotine Poison to the target. This does not require an action.

Cloaking Exceed

Also at 3rd level, you learn an advanced technique for concealment. You can take the Hide action as a bonus action, even if you are in plain sight, as long as you aren't in bright light or the target isn't explicitly looking for you. Your movement speed while hidden in this way is not reduced. Additionally, you can move through areas that would normally reveal you (such as natural darkness or shadows) without a new check, and even creatures with blindsight or tremorsense have disadvantage on checks to detect you.

Cross Impact

At 9th level, your strikes become more powerful and focused. When you make a melee attack against a target and have advantage on the attack roll, you can choose to maximize the damage of your sneak attack dice against that target (meaning the dice are considered to have rolled their maximum value) once per turn. This feature can be used a number of times equal to your Dexterity modifier (minimum of one) and you regain all expended uses when you finish a long rest.

Hallucination Walk

At 13th level, you can enter a state of heightened awareness and agility. As a bonus action, you gain the following benefits for one minute:

  • Your movement speed is doubled.
  • You have advantage on Dexterity saving throws and ability checks.
  • The first time you are targeted by a spell that requires a spell attack roll, the spell automatically misses you.

Once you use this feature, you can't use it again until you finish a short or long rest.

Rolling Cutter & Cross Ripper Slasher

You master an iconic Guillotine Cross combo, blending fluid movement and ranged potential.

  • Rolling Cutter (Melee AoE): When you take the Attack action and are wielding a katar, shortsword, or dagger, you can forgo one of your attacks to perform a spinning attack. Each creature within 5 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), taking your weapon damage plus your sneak attack damage on a failed save, or half as much damage on a successful one.
  • Cross Ripper Slasher (Ranged Finisher): Immediately after
    you use Rolling Cutter, you can throw a weapon you are wielding at one target within 30 feet that was affected by Rolling Cutter. Make a ranged weapon attack. If the attack hits, the target takes normal weapon damage and an extra 4d6 damage. This extra damage increases by 1d6 for each creature that failed its save against the preceding Rolling Cutter attack (maximum of 8d6 extra damage).

Previous Versions

Name Date Modified Views Adds Version Actions
10/31/2025 7:40:32 AM
8
3
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes