Rogue
Base Class: Rogue

Many rogues have a fascination with gold, even a compulsion to acquire it by any means necessary.  But rare indeed are those who can draw power from it.  Aurumancers can sense the presence of gold and expend coins to grant themselves all manner of powers.

Aurumantic Senses

Starting when you choose this subclass at 3 level, you can sense the presence of gold around you.  As a bonus action, you can learn the location and amount of any gold coins or objects of plated or solid gold within 60 feet of you.  Also, you have advantage on Sleight of Hand checks made to interact with objects made of gold.

Aurumantic Burn

Also starting at 3rd level, you can burn gold coins to enhance your physical abilities.  When you take any of the actions listed below, you can burn a coin or gold object worth at least 1 gp to gain the associated effect.  The burned coins or objects vanish when you do so, and must be held or carried on your person to be used in this way.

  • Dash: You can move an additional 10 feet.
  • Disengage: You can move through spaces occupied by hostile creatures without penalty.
  • Dodge: The first time that a creature misses you with an attack before the start of your next turn, you can make one attack against that creature.
  • Jump: You can add 10 feet to your horizontal jump and 5 feet to your vertical jump.
  • Attack: You can use one or both of the following features:
    • You gain a +1 bonus to the attack and damage rolls for that attack. Your Sneak Attack deals an additional 1d4 damage.
    • Coin Shot. You can also choose to make a special attack instead of using a weapon.  When you do so, the coin you burn to use this feature is launched at your target at deadly speed.  It is treated as a simple ranged weapon with which you are proficient.  It has a short range of 30 feet and a long range of 90 feet, and deals 1d6 piercing damage.  You add your Dexterity modifier to the attack and damage rolls.

Overburn

Starting at 9th level, your control over your aurumantic abilities is heightened.  When you use the Aurumantic Burn feature, you can burn up to three coins instead of just one to stack the effect as described below.

  • Dash: You can move an additional 10 feet for each coin you burn.
  • Dodge: Until the start of your next turn, when a creature misses you with an attack you can make one attack against that creature. You can do this a number of times equal to the number of coins you burned.
  • Jump: You can add 10 feet to your horizontal jump and 5 feet to your vertical jump for each coin you burned.
  • Attack: For each coin you burned, you gain a +1 bonus to the attack and damage rolls for that attack. Your Sneak Attack deals an additional d4 damage for each coin you burned.
  • Coin Shot: When you attack using the Coin Shot feature, you can make a number of attacks equal to the number of coins you burned.

Aurumantic Grasp

Starting at 13th level, you can manipulate gold telepathically.  As a bonus action, you can pull any number of gold coins and Tiny gold objects within 30 feet toward you.  If you affect more coins than you can hold, the rest fall to the ground in your space.

Aurumantic Shield

Starting at 17th level, your mastery of aurumantic telekinesis is complete.  When you use your Aurumantic Grasp, you can cause any number of the objects affected to hover around you like a shield.  You gain a +1 bonus to AC for every 10 coins affected, to a maximum bonus of +5.  Also, once per turn when a creature misses you with an attack, you can make a Coin Shot attack against that creature by burning one of the coins in your shield.

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