Rogue
Base Class: Rogue

Some rogues follow a path of thievery, to slate their desire for riches or fortune. Others take their skills to the more drastic end of assassination, fulfilling contracts for coin to make a living. But, even for rogues, there are some paths even they fear to come across, some contracts that you must avoid interfering with. Usually their victims are the ones who fear going out at night, but if they are trying to steal from a competitor, or out on a hunt and feel a gentle breeze graze across their hoods, even the most fearless of these thieves and assassins will freeze for a moment, wondering if it will be their last.

There is never a sound, never a weapon left behind, just a look of fear and a withered husk. It's said that the last thing that they hear before they have the life siphoned out of their bodies, is a whisper.

Restriction: Air Genasi Only

Only an Air Genasi is capable of pursuing the elemental mastery of the Whisperer. It is through their natural connection to the element of Air that they can perform these abilities.

Your DM can lift this restriction to better suit your campaign. The restriction reflects the abilities of an Air Genasi with natural born ties to the element of Air, but it might not apply to your DM's world or your DM's version of the Planes.

Whispers

When you choose this archetype at 3rd level, your ability to focus on your environment becomes immeasurably acute. When you concentrate for 1 minute, you can hear any conversation within 30 ft. of you for as long as you are concentrating.

As your abilities grow, you can pinpoint individuals locations at level 5, expand your radius by an additional 30 ft. at level 11, and gain the use of message while you are concentrating at level 17 without requiring material components.

Silent Breeze

Starting at 3rd level, When making a ranged attack, as long as you are in stealth and out of combat, you can make your initial attack without giving away your position.

Sharp Gust

Beginning at 9th level, you can manipulate the air around you. If you are unarmed or have your weapons stowed, you can use your bonus action to create a sharp spike of air that acts as a 1d4 piercing weapon. It dissipates at the end of your turn.

Wind Step

Starting at 13th level, if you are attuned to a magical weapon with the thrown property, when you make a ranged attack throw with that weapon, but before it hits, you can chose to transform into a burst of wind propelling the weapon forward, and instantly teleport to wherever the weapon impacts.

If the attack misses when you choose to Wind Step, you are disarmed and appear randomly within 30 ft. of wherever your weapon landed.

Final Breath

At 17th level, create an orb of air around the head of the target(s), causing the target to suffocate, taking 4d6 damage every round, for 1 minute. They must make a CON saving throw against your DEX+CON+Proficiency modifier every round.

On a success the target takes no damage, but attacks at disadvantage for the duration. Can be used once per long rest and can target 1+CON modifier target(s), minimum 1.

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