Rogue
Base Class: Rogue

A revised version of the Assassin subclass that is more designed around combat with a little infiltration on the side instead of the other way around.

Assasinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Silver Tongued

When you choose this archetype at 3rd level, you become adept at concealing your intentions through simple conversation. You gain proficiency in the Persuasion and Deception skills. If you have both of these proficiencies your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Murder of a Misty night

Murder of a Misty Night. Starting at 13th level, you can magically produce a concealing mist to distract your foes and mask your movements. You learn an upgraded version of the fog cloud spell and can cast it once at 1st level without expending a spell slot. Charisma is your spellcasting ability for this spell. When you cast this spell in this way, your vision is unaffected by the fog. While you are within this fog, you are considered invisible to the naked eye. Whenever a hostile creature starts their turn in the cloud or enters it for the first time, they must make a Constitution saving throw against your spellcasting DC or take poison damage equal to half your sneak attack damage, or half as much on a success.

You cast this spell in this way a number of times equal to your charisma modifier(minimum of once), you must complete a short or long rest before you can cast it again in this fashion.

Misty Persona

Misty Persona: After spending a minute with a creature you can force them to make a Wisdom(Insight) save contested by your Charisma(Persuasion) on a failed save the creature is charmed and regards you as a trusted friend to be protected and cared for. This effect lasts until you give any reason to raise suspicion of evil or negative intentions towards the target or 8 hours. At the end of the effect, the target can repeat the check at advantage if they where given reason to suspect you. Once the effects ends on the affected creature loses the memory of your personal characteristics like name, face, and body but they do remember their time spent with you.

You can use this feature once per long rest.

Mist Walker's curse

Starting at 17th level, you become a master of instant death, and striking from obscured locations. As an action, you may make one weapon attack, which is enhanced if certain conditions are met:

- The Target is Surprised.

- The Target is in an area that has a light or higher obscurity.

- The Target cannot see you.

If one condition is met, the target must make a Constitution Saving Throw (DC = 8 + Dex mod + prof. bonus) or be paralyzed until the end of their next turn.

If two are met, you deal double the damage of the attack.

If all three are met, you treat all damage dice rolled for the attack as if they had rolled their maximum value.

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