Rogue
Base Class: Rogue

      In times of war, arcane and divine magic are unrivaled when it comes to destruction and versatility....until now. New schools of anti-magic warfare are emerging in secret while sorcerers, wizards, and their kin are still unsuspecting. 

      Whether it be through sheer luck, misfortune, or a secret initiation process, you have been bestowed with a Spell Penetration Inhibitor crystal, or S.P.I. crystal. This crystal is usually a condensed stone made from an exotic creature, rare materiel, or taboo substance that exhibits magic dampening qualities. Bonding with this item, intentional or not, has given you astounding abilities.

      The process of attuning to this item, however, requires a more permanent attachment. The crystal finds a way to embed itself within a part of your body so that it's powers are constantly available to you.

      After bonding with the crystal, it can provide a translucent barrier to defend you, enhance your senses, or even fire eldritch energy at your enemies. But the most important function of the crystal is it's ability to constantly absorb ambient magical energy.

3rd - S.P.I. Crystal

Spell Penetration Inhibitor Crystal:

      Your crystal provides a maximum of 10 temporary hit points. After choosing this subclass, your S.P.I. Crystal is considered the pool for all of your temporary hit points. When it has any remaining hit points, it is considered active. When it has 0 hit points, it is considered deactivated. Whenever you are granted temporary hit points from any source, add it to the pool for your crystal. Your crystal cannot hold more temporary hit points than its maximum.

      While your crystal is active, you gain a +1 bonus to all saving throws and resistance to damage from all magical effects. This crystal cannot be removed from you unless you are dead.

       At the end of every short or long rest, your suit recharges to its temporary hit point maximum.

3rd - Fighting Style

At 3rd​ level, you’ve developed a Fighting Style over the course of your Inhibitor training or after bonding with your S.P.I. crystal. Each style grants you a passive ability and a special ability. Each special ability requires a Style point to use. You gain a number of Style points equal to your proficiency bonus. All lost Style points are regained after a long rest.

 Choose one style from the following list:

Determined

Passive: Your hit point maximum increases by 15.

Special: At the start of your turn, you can expend a Style point to regain 5 hit points and end one of the following conditions on yourself: charmed, frightened, or unconscious. This ability can still be used when you are at 0 hit points.

Lethal

Passive: When dual wielding, your light weapon attacks deal 1d8 damage and you add your ability modifier to the damage of the second attack.

Special: When you take the attack action, you may expend a Style point to make 2 additional attacks during your turn. Each additional attack is made with advantage. (If you have the Extra Attack feature, you only gain 1 additional attack instead.)

Mindful

Passive: Your Armor Class is increased by a number equal to your Intelligence modifier.

Special: At the start of your turn, you can expend a Style point to gain advantage on attack rolls and impose disadvantage on all attack rolls against you until the end of your next turn.

Swift

Passive: Your walking speed increases by 10 ft.

Special: As a reaction, you can expend a Style Point to automatically succeed a Dexterity (Acrobatics) check or Dexterity Saving Throw.

9th - Total Refraction

      The barrier that your crystal provides can now refract light and dull mundane senses. While your crystal is active, you can use your action to become invisible for up to 10 minutes or until your crystal deactivates. While invisible in this way, making an attack or casting a spell doesn't end your invisibility. Also, you cannot be magically detected or have your invisibility dispelled by any means during this time.

      Once you use this feature, you must take a short or long rest before you can activate it again.

13th - Amplified Crystal

     Your crystal's temporary hit point maximum is now 20. Additionally, whenever you succeed on a saving throw from a magical effect, add 5 temporary hit points to your crystal pool.

17th - Spell Shutdown

      Your crystal can now unleash the latent energy held within it to destroy your enemies. As an action, you can choose up to three creatures that you can see within 60ft of you and make an attack roll for each of the targets with advantage. On a hit, the target takes an amount of damage equal to your sneak attack damage die and must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or lose its highest available spell slot if it has one.

      Regardless of your attack rolls, your crystal briefly heightens its absorption abilities and recharges to its temporary hit point maximum.

      Once you use this feature, you must take a long rest before you can activate it again.

Previous Versions

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12/3/2020 6:21:16 AM
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