Steel Stringer (5e Class)

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Steel Stringer

A barbarian charges headfirst at a man with a fur boa and a smug grin. With a flurry of hand movements, the barbarian swings his blows and bellows savagely. Ah, but where is his weapon? In fact, where are his arms? His blood pools as his torso slips from alignment from his waist. The smug man only smiles more smugly, and swings his hand back in leisure, towering over his dismembered enemy. Several steel strings retreat back to his steel-tipped fingers, quickly shedding all the blood that stained them a moment ago.

A True Assassin Art

Not much is known about Steel Stringers except that the art was of an Eastern origin. Their tactics consisted of stealthily placed steel razor wires that cut upon contact which the Stringer could manipulate at will. These weapons were capable of easily dismembering metal and bone.

Creating a Steel Stringer

Lubbock_Green.png
from Akame Ga Kill

Why did your character become an assassin in the first place? What about this art of killing drew them down this path? How did they come to pick up the steel string instead of, say, the dagger? Also, make sure they fit the profile of a stylish assassin, with the personality to boot.

Quick Build

You can make a Steel Stringer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Black Fist Double Agent background.

Class Features

As a Steel Stringer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Steel Stringer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Steel Stringer level after 1st

Proficiencies

Armor: light armor, hide armor
Weapons: Steel String Glove, Garrote, Amputation Knife, daggers, shortswords
Tools: Thieves' Tools
Saving Throws: Dexterity, Charisma
Skills: Stealth, Investigation, Acrobatics, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Steel Stringer

Level Proficiency
Bonus
Features String Dmg —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Strings of Death 1d8
2nd +2 Profession Specialization 1d8
3rd +2 Minor Spellcasting 1d8 2
4th +2 Ability Score Improvement 1d8 3
5th +3 String Multitude 2d8 3
6th +3 Profession Specialization feature 2d8 3
7th +3 2d8 4 2
8th +3 Ability Score Improvement 2d8 4 2
9th +4 Profession Specialization feature 3d8 4 2
10th +4 Bonded 3d8 4 3
11th +4 Utility 3d8 4 3
12th +4 Ability Score Improvement 3d8 4 3
13th +5 4d8 4 3 2
14th +5 Profession Specialization feature 4d8 4 3 2
15th +5 Tangle 4d8 4 3 2
16th +5 Ability Score Improvement 4d8 4 3 3
17th +6 Pizzicato 5d8 4 3 3
18th +6 Profession Specialization feature 5d8 4 3 3
19th +6 Ability Score Improvement 5d8 4 3 3 1
20th +6 Spell Wire 5d8 4 3 3 1

Strings of Death

Starting from first level, you have your trusty Steel String Glove which allows you to dispose of menial opponents with ease. As you use the glove, the strikes grow in power. You may make a melee weapon attack with your glove, dealing 1d8 slashing damage on hit. The damage increases by 1d8 when you reach 3rd (2d8), 6th (3d8), 10th (4d8), 15th (5d8) and 19th (6d8) level. This glove cannot be stolen from you as long as you are equipping it and it cannot be disarmed.

As a person well versed and familiar with the tool, you're no stranger to crafting them out of whatever you may have at hand. If your glove is ever destroyed or stolen or lost, you may expend 10 gp to undergo a 4 hour reforging session to make a new one.

The weapon's base properties are listed at the end of this class description.

Profession Specialization

Starting 2nd level, you refine your craft to specifically using magic in the back burner, or upfront. Choose from the Red Hook or White Hat subclass detailed toward the end of the class description. You gain features from your chosen subclass at 2nd, 6th, 9th, 14th and 18th level.

Minor Spellcasting

Starting 3rd level, you gain a small amount of magic, afforded you don't divert from your assassin's purpose. Each time you gain access to a new level of spell, you learn a single spell chosen from the bard or warlock spell list of the appropriate level

Spellcasting Ability

You use Charisma as your spellcasting ability for your Steel Stringer spells.

Spell save DC = 8 + Proficiency bonus + Charisma Modifier

Spell attack modifier = Proficiency bonus + Charisma Modifier

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

String Multitude

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn with the steel string glove.

Bonded

Starting 10th level, your prowess with your glove and capacity for magic merge to better your craft. You may expend one hour to make a magical bond with your weapon. The bonded glove now can be recalled to you should it ever leave your side with a bonus action. This feature cannot be used if the weapon has crossed planes.

If you reforge another glove, you will have to re-bond with it. You can only have one bonded glove at a time. If a new bond is forged, the old one is lost.

Utility

Starting 11th level, you have more use of your strings besides just slashing up flesh and steel. You can use it to also interact with objects out of combat. By expending an action, you can have your string interact with an object in range. You use your action to control the string's interaction.

You can use it to open an unlocked door or container, stow or retrieve an item from an open container, or tip or flip some light object. The string used to interact cannot attack or activate magic items or carry more than 5 pounds.

Tangle

Starting 15th level, when you successfully attack a creature with your glove, you can further mire them in your attack, making them apt prey for the next attack. By expending a bonus action, you can force the creature you hit with your glove to make a Dexterity saving throw against the attack roll of that attack. On a fail, they are restrained for 1D4 turns. On success, they are not restrained and are immune to this feature for the next 4 hours. You may use this feature an amount of times equal your Dexterity modifier, regaining all uses upon finishing a long rest.

Pizzicato

Starting 17th level, you have the ability to manipulate the battlefield with a pluck of your string. You may expend an action to use the strings on your glove to emit a reverberation affecting all creatures within 30 feet of you. They must succeed a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be stunned for the next turn. You can use this feature once, regaining all usage after completing a long rest.

Spell Wire

Starting 20th level, you can utilize the magic in your glove and channel it for spells when you are in dire need. You may expend an action and regain one spellslot of any level of your choice. You may use this feature the amount of times equal your Charisma modifier, regaining all use when you complete a long rest.

Steel String Glove

This is the following base for the steel string glove weapon.

Martial Melee Weapon

Cost Damage Weight Properties
10 gp 1d8 slashing 1 lb. Light, Finesse, Range (10/20)

A glove of durable cloth with an underlying metal mechanism controlling metal wires that shoot from the fingertips. The wires are deadly when wielded correctly and can reel forth like a whip and retract with an experience flick of the wrist.

Red Hook

Red Hook is a title given to steel stringers who earn a reputation for brutality in silence. They do not fully utilize their magic because their skill gives them no need to.

Quirky Moniker

Starting 2nd level, you're title is quite an attention grabber. You're not half bad being a charming, classy assassin either. You gain proficiency in one Charisma skill of your choice.

Refined Senses

Starting 6th level, your assassin senses are sharpened. Choose 1 skill in which you are proficient. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. At 12th and 18th level, you can choose a additional skill in which to gain proficiency.

Mass of String

Starting 9th level, your technique with the steel strings of death increase. When you successfully attack another creature with your steel string gloves, you may choose to deal double the damage die. You may use this feature equal times to your Dexterity modifier, regaining all use after you finish a long rest.

Hidden Weapon

Starting 14th level, your glove has become such a part of you that enemies don't even realize you're armed until they're slashed. Your steel string glove gains the hidden property. When successfully used on a creature unaware of the weapon's presence, it deals an extra damage die in addition to surprising the target.

Finesse Killer

Starting at 18th Level, your expertise with the glove no longer requires so much stealth. Your victims cannot even scream. When you successfully attack a creature that is surprised, you may grapple them automatically with no further action. The creature is then considered choking and their movement speed becomes 0. They cannot complete any vocal components until they get free of the grapple, in which they are no longer choking.

White Hat

White Hat is the type of steel stringer that uses magic in tandem with steel strings, weaving a beautiful technique of combination.

Dowse

Starting 2nd level, you display early abilities of finding magic even if you aren't able to cast spells. Yet. You gain proficiency in the Arcana skill. If you already have proficiency, you may gain expertise.

Refined Killer

Starting 6th level, you're quite the killer not only in the literal sense but also in style. You're also great at appearing a higher status than your actual means of living may allow. Whatever you are wearing is perceived as fine clothing or part of a fine outfit. You cannot use this feature if you are naked.

Wire Magic Coordinate

Starting 9th level, you may cast a spell immediately after you take the Attack action on Your Turn with the steel string glove instead of attacking a second time.

String Magic

Starting 14th level, at the end of a short rest, you may prepare a spell within your glove for immediate use. You expend the components and spell slot necessary but delay the casting. When you attack with your steel string glove, you may have the spell activate immediately after your attack. You may still use Wire Magic Coordinate after.

Magical Imbuement

Starting 18th level, your experience and bond with your assassination craft has imbued itself a magical property on your gloves of death. Your attacks with the steel string glove now deal magical slashing damage as opposed to mundane.

Multiclassing

Prerequisites. To qualify for multiclassing into the Steel Stringer class, you must meet these prerequisites: 15 Dexterity, 13 Charisma

Proficiencies. When you multiclass into the Steel Stringer class, you gain the following proficiencies: Steel String Glove



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