Cloaker (5e Subclass)

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Cloaker[edit]

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A Cloaker, By 3randon9othizm source

Rogue Subclass

You call this "resisting arrest"? We call this a difficulty tweak.
—A Cloaker after taking out the enemy's backbone.

Cloaker's are special forces units with the ability to excel in 1v1 matchups making them amazing at taking out support and general back liners, demolishing squads one by one.

Cloaker's Goggles of Night

At 3rd level, you gain a signature item of the Cloaker. Your own unique version of the Goggles of night. While wearing these green lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. Wearing the goggles increases its range by 60 feet.

Cloaker's Goggles of Night has 2 charges(4 at level 9 and 5 at level 13). As a bonus action, you can activate a unique ability Cloaker's Goggles of Night that when active grants you immunity to the blinded condition for 1 minute. You regain all charges on both a short and long rest.

A non-Cloaker wearing these goggles gains no benefits at all and isn't able to activate the unique ability. If your Goggles are destroyed or lost you can make a new one on any rest. Doing so will remove any special properties on the old Goggles.

Specialist

At 3rd level, you have learned to become a specialist in what you do. And you are now trained in special maneuvers that force the enemy to do saving throws. You have a Specialist save. The DC of your Specialist save is 8 + your proficiency bonus + your Dexterity modifier

Flexible Positioning

At 3rd level, you become versed in the Cloaker's mastery of ambushing from unexpected places. Thanks to your training you now have a climbing speed equal to your Movement speed and your jump distance is doubled.

Smoke Bomb

At 3rd level, you gain a Cloakers main entrance, exit, and bait option. This is an essential tool in the Cloakers kit. As an action, you can throw a smoke bomb within 20 feet of you (60 feet at level 9) to summon a thick cloud of grey-black smoke in a 20-foot radius (30 feet at level 9) centered on the point you threw it at. All creatures within the smoke must make a Constitution saving throw against your Specialist save DC or be blinded until the smoke clears, or when they leave the smoke. The smoke lasts for 1 minute. You can use this feature an amount of times equal to your Dexterity modifier after which you must finish a short or long rest in order to be able to use this feature again.

Brutal Beatdown

Starting at 9th level you learn the Cloaker's signature technique.

When Damaging a creature one size bigger than you or smaller with a Sneak Attack using a melee weapon you can use your bonus action to follow up with a devastating kick forcing the creature to make a Dexterity saving throw against your Specialist save. On failure, the creature is restrained and knocked Prone. When restraining a creature this way, you are considered grappled with the creature, but not restrained. This does not apply if you are restrained by different means. The creature's condition ends if you are incapacitated. The creature's condition also ends if an effect removes the restrained creature from your reach, for example when the creature is hurled away by the Thunderwave spell. The creature may repeat the saving throw at the end of each of their turns, ending the condition early on a success.

When restraining a creature this way you cannot end the grapple condition on yourself gained this way. And cannot attack creatures other than the one you restrained using this feature. Until the creature you restrained is incapacitated or that creature's restrained condition is ended.


You can use the Brutal Beatdown feature a number of times equal to your Dexterity modifier after which you must finish a short rest or long rest in order to be able to use this feature again.


Beatdown Bait

Starting at level 13 you learn to restrain yourself when beating down on creature's giving you more opportunity to deal with their allies using your newly gained advantage.

When using the Brutal Beatdown feature to restrain a creature you can now choose to end the feature early in one of these ways:

You can choose to end Brutal Beatdown using a bonus action, when ending the feature early this way you gain the disengage properties.

When attacked by a different creature than the one you are restraining using Brutal Beatdown you can use a reaction to end the feature early, When ending the feature early this way you gain a +2 to your AC until the end of your turn.

Squad Takedown

Starting at level 17 you can start disassembling entire squads using your methods.

You can now use your Brutal Beatdown Feature without needing to rest.

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