Rogue
Base Class: Rogue

Your mind fills with insane alien thoughts as you hunger for return to a stable life.The process by which you get their is that of taking shards of others minds and projecting your insanity to others.

saping strike

Starting at 3rd level,your insane powers sap the sanity from foes and return it to you. You can modify your sneak attack to do one less die of damage but heal you half the damage dealt.

mental leap

if under the effects of dashing your jump distance increases by half your current speed.

steal mind

Starting at 9th level, when you crit on the attack roll instead of treating the crit  like normal you can deal 3d6 extra psychic damage and gain advantage on all charisma wisdom and intellingence ability checks for 1 minute during that time the target has minus one to the same checks.This happens as you extract the foes mind to empower your own.

strike the mind

By 13th level,your sneak attack damage is psychic and when hit with the sneak attack the target must make a dc 10 wisdom save or gain a level of exhaustion.

mental static

When you reach 17th level, you have become capable of bluring time with your great insanity. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Previous Versions

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4/1/2021 11:02:52 AM
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