Ratt (5e Subclass)
Ratt[edit]
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Rogue Subclass
The Ratt is a more-so peculiar and heavily neglected Roguish Archetype, one day venturing into the sewers and coming out with the Ratt's signature item: A Riflatt, which is the closest thing to a gun that the entire world can get at the time, when combining the intellect of the Underdark's smartest individual. The rogue themselves is now classified as a Ratt, and
- Ratt
Starting at level 3, you get possession of a Ratt, a stand that takes the form of a drone, firing extremely corrosive projectiles that hit any enemy at a great distance. It is a martial ranged weapon that you have proficiency with, with the ammunition (150/600), two-handed and finesse properties, dealing 1d12 piercing damage. If you hit organic matter with this drone, such as skin or bone, then the aforementioned object must pass a Constitution saving throw (DC listed below). If this is an object, it automatically fails said saving throw. If a fail occurs, the organic material will begin to decompose, taking 1d4 acid damage each turn. At the end of each turn, the target may roll again, stopping the decomposition on a success. The drone goes on the same initiative as you do, and shares your Ability Score|stats Saving Throw Difficulty: 8+Proficiency Bonus+Dexterity Modifier
- Elusive
At level 9, If you haven't moved at all during the last 5 seconds, or in your turn during combat, you roll Stealth checks with advantage, and your Ratt succeeds all (reasonably advanced, according to your DM) Stealth checks.
- Shadow Killer
At level 13, you get a +2 bonus to hit rolls while hiding. If you used your Cunning Action to hide, you can fire your Ratt without using an action.
- Skin Wringing Shot
At level 17, you achieve the highest skill in the possession of your lead-launching killer machine. You can spend an action alongside a bonus action to concentrate a powerful shot. This shot has the characteristic of the Disintegration spell, and has the same difficulty of saving as a regular shot. If you are hit by this attack, the victim will receive a Ratt decomposition effect, but the damage will be increased to 4d4. You can use this skill 2 times during a long rest.
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