Undying Rogue (5e Subclass)

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Undying Rogue[edit]

Roguish Archetype

You have been Cursed or blessed with the most Horrible of powers a man or woman could have to Commit the greatest crime against the balance is what Rogues who fall under the Undying Category have done to achieve a power beyond comprehension Immortality While it may be weak at first eventually it will grow Until you are Undying in body and soul.

Undying nature

At 3rd level You have done it you have commited the Crime of becoming Undying Either by drinking the fountain of youth, Getting your hands on a ring that grants immortal life or by any other means of breaking the cycle of life You have become unchained by the shackles of mortality and gain the following benefits. .Your Hit dice Increase by 1 stage From a d8 to a D10 this becomes a d12 at 9th level

.You are counted as an undead creature Gaining Resistance to Necrotic damage and vulnerability to Radiant This vulnerability becomes null at 13th level

.You gain Proficiency advantage on constitution saving throws against poisons and Effects that would change your body with harmful Toxins.


Snatch

At 3rd level, you gain the ability to magically steal other creatures. You can steal objects, energy or even the organs and limbs from your targets. You must have a free hand and use an Action to use this ability.

You can use Snatch twice, and can't use it again until you finish a long rest. You gain an additional use at 9th, 13th and 17th levels. If you have no more uses of snatch, you can use an additional time, by losing 2d12 hit points. This hit point loss can't be reduced by any means.

Some snatch abilities have level prerequisites. You must be a rogue of that level to use the version.

The save DC for your Snatch is DC 8 + your proficiency bonus + Dexterity.

Snatch Object. Choose an object of your choice within 60 feet. The object must be a medium or smaller object within hand, and it flies towards you, ending on your hands. If the object is held by a creature, the creature must succeed on a Strength saving throw to avoid the object from being snatched.
Snatch Speed. You force the creature to make a Constitution saving throw, or its movement speed is reduced by 10 feet, while your movement speed increase by the same amount. This benefit lasts until your last rest. You can't target the same creature more than once with Snatch Speed.
Snatch Health (9th-level). You force a creature to make a Constitution saving throw. On a failed save, the target takes necrotic damage equal to your Sneak Attack damage dice, and you regain the same amount in hit points. Any amount that exceeds your maximum is converted in temporary hit points. You can't use Snatch Health if you have no more uses of Snatch.
Snatch Ability (13th-level). Choose one of the creature's abilities: Strength, Dexterity or Constitution. The creature must succeed on a Constitution saving throw, or it's ability score is reduced by 1d4, while your ability score is increased by the same amount. This effect lasts until your next rest. You can't target the same creature more than once with Snatch Ability.
Snatch Body (17th-level). Chose one of the creature's limbs, eyes or teeth. The target must succeed on a Constitution saving throw, or take necrotic damage equal to your sneak attack damage dice. If the creature fails the save by 5 or more, the limb is removed. If the creature has less hit points than 3 x your rogue level, you steal an organ and the creature dies on a failed save.
Undying

Beginning at 9th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you no longer age and can't be magically aged.

Enduring

When you reach the 13th level, whenever you are reduced to 0 hit points, you can spend a hit die and roll it, being reduced to the number rolled instead.

In addition, you are immune to poisons and disease.

Survivor

At 17th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Optional Class Features[edit]

Below are some suggested class features, that fit the concept of this subclass.

Unarmored Defense

Optional Class Feature

You can choose this optional class feature at 1st-level. Check the Unarmored Defense rules.

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