User:Luftwolfe/Kingmaker Rogue

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Kingmaker[edit]

Rogue Archetype

"If I had to choose between satisfying honor and getting the job done, I'll pick the latter every time."
—Mathias Shaw
patalony-005.jpg
Mathias Shaw by Patalony

A Kingmaker is a type of rogue typically proficient in actions requiring subtlety, diplomatic finesse, and remaining unseen to complete their objectives. This type of rogue is specifically known and aptly named after their ability to topple entire monarchal societies and reinstating new ones with ease.

Compared to the typical rogue, the Kingmaker is typically more diplomatic, less rash, and more calculating. A Kingmaker does not make a move, speak, or act unless they have thought the scenario over a multitude of times, accounting for every possible variable. However, their overanalysis does not make them weak -- they are truly a force to be reckoned with when the time comes.


One with the Shadows

Starting at 3rd level, you can perform the Hide action once per round, with no action required. If the Hide action is successful, invisibility is cast on yourself for 10 rounds (60 seconds). While this effect is active, your weapon attacks score a critical hit on a roll of 19 or 20.


Thrill of the Kill

Also starting at 3rd level, when a creature within 30 feet of you becomes bloodied, falls unconscious, or dies, you can use your reaction to relish in a job well done and create an Adrenaline Point. Adrenaline Points are versatile non-physical tokens that can be spent on special abilities. You can collect a number of Adrenaline Points equal to your Proficiency. At the end of your next combat phase, you lose all unused Adrenaline Points. You can also gain these points out of combat at the DM's discretion. If your ability requires you to make an attack and it fails, you do not lose the Adrenline Points expended. This ability increases in power as you gain more levels.

  • Coup de Grace - 2-6 Adrenaline Point(s) - At 3rd level, a creature that is Bloodied may attempt to be finished off as a melee Attack action. The creature must roll a Constitution Saving Throw (DC 8 + Rogue level + Proficiency bonus) or take Xd6 damage, where X is the amount of Adrenaline Points expended. A successful saving throw takes half of the damage, rounded up.
  • Quick Blades - 1-6 Adrenaline Points(s) - At 3rd level, you can increase the speed at which you can attack as a bonus action. For every Adrenaline Points expended, you gain an Extra Attack for that many rounds.
  • Expose Armor - 1-6 Adrenaline Point(s) - At 9th level, you can find flaws in your opponent's defense and expose them as an Attack action. For every Adrenaline Point expended, reduce the creature's AC by 1.
  • Cheap Shot - 2-6 Adrenaline Point(s) - At 9th level, you can take a quick non-lethal jab at an opponent's weakest point as a melee Attack action. For every 2 Adrenaline Points expended, Stun the creature for 1 turn.


Deadly Brew

Starting at 7th level, you learn the act of mixing herbs and other reagents to create a multitude of deadly poisons with a simple Component Pouch. You can apply a poison to a single weapon or piece of ammunition as an action. This poison is so potent it lasts for a full hour. If you make an attack roll that normally would overcome a creature's Armor Class if they were not wearing armor or wielding a shield (both magical or nonmagical), the poison is still applied. This ability increases in power as you gain more levels.

  • Agony Poison - At 7th level, you can create a poison for your main-hand weapon that deals 1d6 Poison damage.
  • Paralysis Poison - At 7th level, you can create a poison for your off-hand weapon that reduces a creature's movement speed by half. This applied poison lasts until the end of your next turn. On a critical hit, the creature is Paralyzed until the end of your next turn.
  • Torment Poison - At 13th level, you can create a poison for your main-hand weapon that deals 1d4 Poison damage at the beginning of the creature's turn, stacking up to 5 times. This applied poison lasts until the end of your next turn. On a critical hit, 5 stacks are applied and immediately deals damage.
  • Wound Poison - At 13th level, you can create a poison for your off-hand weapon that reduces all healing to a creature by half. This applied poison lasts until the end of your next turn. On a critical hit, all healing is nullified until the end of your next turn.


Wet Work

Starting at 9th level, you gain an additional 10 feet of movement while wearing light or no armor, and when rolling initiative (if you are not surprised), you can redeploy on the edge of any part of the battle map. Additionally, you gain advantage on Perception and Investigation checks.


Gone with the Wind

Starting at 13th level, you can evade dangerous situations at will. As a reaction, you can throw a pouch of dust at the ground granting you an automatic successful Hide action, even if you are in plain sight. You can do this a number of times equal to half of your Proficiency bonus, rounded down, with all charges regained on a Short or Long rest. Additionally, when you use Cunning Action, you can take two actions as a single bonus action.


Furious Blades

Starting at 17th level, you begin to learn how to move so quickly, others cannot even track you with the naked eye. As an action, you can leap to a target within 15 feet of you and roll an attack, immediately granting you 2 Adrenaline Points. If a creature is within 15 feet of your initial target, you can teleport behind them with no required movement and roll an attack. This can be repeated a number of times equal to 2d3.

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