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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