Base Class: Fighter
"Have you found an outfit to your liking? *chuckle* Go ahead and see how it feels to the touch."
"They say you can't appreciate the true value of Rouge fashion until you've laid your fingertips on the material."
Le Rouge is a faction of the Grand Magasin Sisyphe, a legendary and dangerous High Fashion store. Le Rouge is one of the two main Luxury Brands, above the constant Ebb and Flow of trends and fabs. The members of Le Rouge are highly Trained in combat due to the constant power struggle between them and Le Noir.
Boutique du Rouge - Level 3
"Hm... Most places'll turn you away if you show up in that getup. Why don't you stop by my shop sometime?"
Leave the Leather Behind!
At the start of each of your turns, you may choose to activate this feature until the start of your next turn. When you activate this feature, you take (Your proficiency bonus)d6 damage, and gain the following benefits:
- On a hit with a melee weapon attack or deal damage using a Class, Species, or Subclass feature, you heal hit points equal to the damage dealt (up to 5 times per turn, up to Twice your proficiency bonus in healing per trigger).
- As a bonus action, you may choose to take (your proficiency bonus)d4 damage to sprout a long arm of crimson flesh to slam down. When using this feature, draw a 15 foot line originating from yourself, all creatures you choose on the line must make a DC (8 + your constitution modifier + your proficiency bonus) dexterity saving throw, taking (your proficiency bonus)d6 bludgeoning damage on a failure as well as being knocked prone. Creatures that succeed take half damage and are not knocked prone.
Damage taken as a result of using the features of this subclass cannot reduce you below (Your fighter level) hit points.
Le Rouge Stylist
You gain proficiency in sleight of hand, investigation, perception, leatherworker's tools, and cobbler's tools. Additionally, you have advantage on ability checks made to determine whether a creature is disguised, whether through mundane means or magical effects, or whether a creature is a shapechanger
Cradle of Change - Level 7
"While some might call this a "changing room," it would be more appropriate for those on the other side to call it a "pupa" or an "egg." "
"She melts and tears herself apart, metamorphosing… Until, when the time is right, she will shatter the shells and emerge into the world outside."
"But if someone from the outside rips into the shell before she is ready… sadly, they will end up breaking her."
"This is her most vulnerable moment, and therefore must be nurtured and looked after."
Into the Changing Room
When you would be reduced to 0 hit points for the first time in an encounter, you instead enter a cocoon made of Crimson Arms. You remain at 1 hit points and you gain temporary hit points equal to your maximum hit points.
While in the cocoon, you cannot move or be moved, your armor class increases by your proficiency bonus, you are not a valid target for spells that require line of sight, and you may not make attacks with anything other than Unarmed strikes, which deal additional damage equal to your proficiency bonus on a hit.
You remain in the Cocoon for two of your turns. When you exit the Changing Room, the temporary hit points from this feature expire.
When you exit the Changing Room, your hit points are fully healed and you gain "Full Makeover". If you are reduced to 0 hit points while inside the cocoon, you enter the Full Makeover state, but you do not get the full heal and are knocked unconscious as normal.
Full Makeover lasts until the end of the current combat encounter or until you finish a short or long rest, whichever comes first.
While you have Full Makeover, your movement speed increases by 10 feet, your maximum hit points are increased by 25%, when you take damage from another creature or environmental hazard, it is reduced by your proficiency bonus (to a minimum of 1 damage taken), and you deal additional piercing damage equal to your proficiency bonus whenever you deal damage to a creature with a weapon attack, class feature, or subclass feature. Additionally, your 'Leave the Leather Behind!' feature is activated at the start of each of your turns without dealing damage to you.
- You still take damage from using the Arm Slam attack described in 'Leave the Leather Behind!'.
Of Course, I'll gladly withdraw into myself.
When hit by an attack, you may use your reaction to take (your proficiency bonus)d4 damage and then make 2 weapon attacks against the attacker. If you are below 10% of your maximum health when triggering this feature, you may choose to enter the Changing Room instead of making the attacks.
- If you are in the Changing Room or Full Makeover state, you no longer take damage from activating this feature.
Starting at Level 10, when you use this feature while in the Full Makeover state, you heal hit points equal to your fighter level (Once per turn).
Boutique du Rouge: New Arrivals Lookbook - Level 10
"Ah... Such cozy warmth... Every word is so new, so alive... and relentless... Speak to me, speak to me more... more... more, more, more! Oh, tell me! That warm voice of yours!"
O' Voice of the Sunshine, Shine unto my Compatriots as well...!
When you enter the Changing Room, all conditions you choose on yourself are removed. Additionally, while you are in the Changing Room or the Full Makeover state, All other Allies within 30 feet of you gain a +1 to attack and damage rolls.
Be Myself, Utterly Myself!
If you enter the Changing Room due to being reduced to 0 hit points, when you exit the Changing Room your attacks deal 2 additional Piercing damage on a hit until Full Makeover expires.
The Silence of the Voice Did Not Signify Its Absence! - Level 15
"Le Rouge... has surpassed Le Noir in sales for this season. But this is not nearly enough to satisfy the cherished one."
"This campaign will never end, not until we've torn away every last piece of the Noirs' Golden Hide and claimed it for ourselves..."
The Cradle-Tearing Golden Nail
When making an attack against a creature with Temporary Hit Points, the attack deals twice as much damage on a hit.
You ignore the Armor Class increases from Spell and Effects such as "Shield", "Mage Armor", or "Shield of Faith".
Drink till Drunk
Whenever you receive healing that heals you beyond your maximum hit points, You may transfer the excess healing to an ally within 20 feet of you. If there are multiple allies within range, you may choose to split the healing transfer between any number of allies within range.
Scrape It Out, Rip It Off, and Nail It Down! - Level 18
"I slough off the lies someone has draped over me... And embrace my true self!"
Faith
Your maximum hit points are increased by your constitution score (recalculated when taking a short or long rest).
When you would be reduced to 0 hit points while in the Full Makeover state, roll a d10. On a 10, you instead remain at 1 hit point, this has no activation limit.
So this world wasn't meaningless after all!
If you are in the Full Makeover state, you may use an action to take 8d6 damage and sprout a multitude of Crimson Arms to slam down. All creatures you choose within 25 feet of you must make a DC (8 + your constitution modifier + your proficiency bonus) Dexterity saving throw. On a failure, the creature takes (Your proficiency bonus)d8 bludgeoning damage, as well as becomes prone and is restrained until the end of your next turn. On a success, the creature takes half as much damage and is not restrained.
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