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Hello everyone! I had the thought of making archetypes for my favorite class, the Rogue, and would love for any feedback. These archetypes have not been playtested and are always available for quick balancing touches.

Serqet

Deathbane Poison

Starting at 3rd level, you learn the art of using mobility and poison. Whenever you Dash, you may choose to move your normal movement speed instead of double. When you do, you may Dash through enemy spaces without provoking opportunity attacks. Each creature you Dash through must make a Dexterity save equal to 8 + your proficiency bonus + your Dexterity modifier or receive one poison counter per failed save. Poison counters last for 1 minute.

Catalyst

Starting at 3rd level, you gain knowledge of forcefully removing poisons. Whenever you hit a creature that has a poison counter, you may choose to remove all poison counters. Each poison counter removed this way deals an additional 1d4 magical damage to the creature.

You may also use Catalyst to remove the Poisoned condition from a creature 3 times per long rest.

Cobra’s Kiss

Starting at 9th level, you learn the secrets of maddening venom. You may make a 30ft ranged attack and throw 2 poisoned blades. Each creature hit by Cobra’s Kiss receives a poison counter. If a creature has an ally within 15ft, it must make a Wisdom save vs. 8+ your proficiency bonus + your Dexterity modifier. On a failed save, the creatures spend their turn attacking their allies and add the number of Poison counters to their attack and damage rolls.

If you hit one creature who doesn’t have any allies within 30ft of it, it must make a Wisdom save vs. 8 + your proficiency bonus + your Dexterity modifier or spend its next turn walking harmlessly towards you. This movement does not provoke opportunity attacks. The creature stops within 5ft of you, if its movement speed allows.

You may use Cobra’s Kiss 3 times per short rest, spending time restocking blades and steepening venom.

Ambush

Starting at 13th level, you gain the art of stealth and patience, much like a scorpion in-wait. You may use your action to turn Invisible. Creatures within 10ft of you automatically see you and you lose Invisibility if you move, or take an action or reaction. While using Ambush, you may choose to lose your Invisibility to leap at a creature, moving up to your movement speed. You may make an attack against the creature.

Last Breath

Starting at 17th level, you have learned of the most deadliest of poisons. You may use your action to inflict a creature with the Last Breath. Creatures must make a Constitution saving throw vs. 8 + your proficiency bonus + your Dexterity modifier. Creatures that are immune to poison have advantage on this saving throw. On a failed save, they are shoved 15ft and take damage equal to the number of Poison counters they have at the beginning of their turn. Poison counters are not removed by Catalyst when targeting creatures with the Last Breath poison, but still provide additional magical damage.

Creatures affected by Last Breath cannot gain hitpoints or temporary hitpoints for 1 minute and if a creature under the effects of Last Breath dies, each creature within 15ft must make a Constitution saving throw vs. 8 + your proficiency bonus + your Dexterity modifier or contract the Last Breath poison.

You may use Last Breath once per short rest.
Loki

Behind You!

Starting at 3rd level, you are well versed in attacking blind spots. Whenever you melee a creature in the back, you deal an additional amount of damage equal to your proficiency bonus. Creatures without back sides are immune to this additional damage (up to DM’s discretion).

Vanish

Starting at 3rd level, you are inclined to follow the way of not being seen. As a bonus action, you may turn Invisible for 1 round. Your movement speed increases by 10ft while Invisible and your movement speed cannot be reduced while Invisible.

Decoy

Starting at 9th level, you gain the ability to create an obnoxious decoy. As an action, you may create a decoy in any space that you can see, within 60ft of you, not occupied by a creature. The decoy takes up a 5ft space and is able to make rude gestures. The decoy explodes within 1d4 rounds and creatures within 10 ft of it must pass a Dexterity save of 8 + your proficiency bonus + your Dexterity modifier or take your sneak attack damage. Creatures that pass the save take half damage from the decoy.

The decoy cannot be damaged but can be dispelled using Dispel Magic. Its spell level is 3 when determining the DC for Dispel Magic.

You may use Decoy 3 times per short or long rest.

Aimed Strike

Starting at 13th level, your weapons strike true, especially to those unaware. As a bonus action, you may prepare your blade. Your next attack action that hits a creature within 1 minute deals an additional 10 damage. A creature hit by Aimed Strike has their movement speed lowered by 10ft for 1 minute.

You may use Aimed Strike 2 times per short or long rest.

Backstab

Starting at 17th level, you have practically mastered the art of backstabbing. As an action, you may teleport to an enemy creature’s backside and make an attack. The creature must be within 100ft and you must be able to see the creature. When you hit, the creature must make a Constitution save vs. 8 + your proficiency bonus + your Dexterity modifier or become Stunned for 1 round.

You may use Backstab once per short rest.