Red Army Rogue (5e Subclass)

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Red Army Rogue[edit]

Rogue Subclass


You must fight for the motherland's honour and show it to her enemies it's glory and impiety


Weither it was your choice or not, being selected to fight for the motherland was a honour. You was great on the selection training, being judge as having an excellent performance to become a spy. You are an expert when it come to infiltrating among your enemies, uncover the secret plans of enemie's motherland, or even sabotage operations. You will provide a great service to your country, and the motherland will prevail forever!


Expert in the Art of Hiding

At 3rd level, as you became a good proeficient after your time training, when you take the hide action, you became proficient in stealth actions. However, if you already are, you can add your profiency bonus twice. In addition, anyone who tries to frisk you or any bag you are carring, has disavantage on it's action.


I'm Just Like You

It's not a bad job to work as a red spy, but sometimes you have to tell some lies to get the right information, and fortunately you are a wonderful liar! At 3rd level, you have advantage on any checks that involve disguising or pretending to be someone else. Additionally, if you try to convince more than one creature at once and only one believes you, the creature who believed you will try to help you by saying you are who you claim to be.


Being an Impostor is such a Joyful Thing

After years learning about your enemies, you know the right way to manipulate them. At 9th level, you can make one hostile creature to you or your allies turns against one of his allies. The creature must understand you and it will only work if the creature not have a really strong relation with his allies. The creature will must take a wisdom (intuiton) check against your Carisma (deception) check. If the creature have a failure, you can choose another creature to be marked as a traitor and consenquentely an enemy. The effect of your action ends after one hour. You can use this ability a number of times equal to your proeficiency bonus. The wasted points are restaured after a short rest.


I Can Resolve This

After discover where all the stealed critical information is, you will need to put an end to the situation. At 13th level, in a short rest you can create a maximum of 5 explosive devices that can be set in a place to explode when a enemy get close to it and also be throwed to explode with impact. In case of throwing the device in a battle, creatures within 20fts of the explosion must make a dextery check, on a failure they take 6d8 of fire damage, and on a success half of the same damage.

Now in a situation that a creature activates the device by getting close to it, if they don't know about the existence of the device they can't make a check and will take 6d8 of fire damage. But if they saw the device, they can make a check, being submitted by the same conditions.

In any of this cases, the explosion area are full of flames. Any creature that end they turn in the are take 1d6 fire damage. The area returns to normal after one round or if the flames were extinguished.


They Will Not Find Me

Finally at 17th level, you became a master of stealth and espionage arts, you are now a truly "Komrad". When takes the attack action while you're hiding, your location will not be spotted. This will continue until you miss an attack, making your location revealed to enemies. In addition, you have a +2 bonus to all your hide actions.

Also at 17th level, the creature submitted to the feature "Being an impostor is such a joyful thing", now has disavantage on the Wisdom (intuiton) check.

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