Spook (5e Subclass)
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Spook[edit]
Rogue Archetype
A human stalks a witch in the night, All is silent save for the gentle clinks of his chain swaying beside his chest. He holds the chain in his hand and throws it at the witch, it wraps around her and knocks her down to the ground. An elf avoids the claws of a hag with impossible speed. Filling her hands with iron and salt, she claps her hands together to create a cloud that burns the hag's skin. A dwarf rests at the bottom of the tree after his encounter with a new monster. He writes down everything he knows, making sure he is prepared the next time he encounters it.
When creating your Spook, think about how your character views the creatures you're dealing with as a result of your training. Do they view them as an ultimate evil, that they are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Spooks emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Spook caste. More often than not, most children don't get a choice when they are chosen. They tend to be the seventh child of a seventh child and the family can't find a job or trade for them so they have to often do this work for their family.
- Spook's Bestiary
Beginning at 3rd level, you have access to a spooks bestiary which you carry with you. As an action you take it out, and another action to store it away. It's a one handed object which comes in the form of a small notebook. It's classed as a magical item. Once a turn, you can spend an action to identify a creature. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Movement Speed
- Total class levels (if any)
- 7th Son's Resistance
Being born as a 7th son of a 7th son makes you more resistant to certain types of spells. Beginning at 3rd level, you add your proficiency bonus to your saving throws against the charmed condition, possession and saving throws from aberrations, fiends and undead.
If you already add your proficiency bonus, you add twice your proficiency bonus against these effects.
- Hunter of the Dark
Beginning 3rd level, you have advantage on Wisdom (Survival) checks to track undead and fiends, as well as on Intelligence checks to recall information about them. Upon reaching 6th level, you have advantage on Wisdom (Insight) checks and Wisdom saving throws against aberration, fiends and undead.
In addition, you don't need advantage on attack rolls to benefit from your Sneak Attack extra damage against aberration, fiends and undead.
- Spook's Senses
At 9th level you start to understand the 6th sense you've had since birth. As an action you can sense if there are aberrations, fiends or undead within 30 feet of you, although not their exact location.
- Calm Mind
starting at 13th level, you can keep your minds calm and clear. You can use a bonus action to end the frightened or charmed condition currently affecting you.
- Master Spook
at 17th level, your reputation as a spook has increased drastically. When an aberration, fiend or undead start its turn within 15 feet of you or move inside this area for the first time, it must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier, or is frightened of you until the end of your next turn.
This affects either creatures immune to the frightened condition. On a success, the target can't be affected by this feature again for the next 24 hours.
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