roguish_archetypes

Roguish Archetypes

The Magnate of Protection leads the organization known as Rampart, which acts as both the police and military of the nation of Metropolis. Members inducted into Rampart for field work are granted status as Supplicants, gaining powerful protection abilities that they are expected to use for the good of their nation. While most supplicants serve Metropolis in the standard ways, it's not uncommon for them to be sent to other nations to guard important figures or perform unorthodox work.

Starting at 3rd level, you are granted the ability to better protect yourself, so that you may protect others. At the end of a short or long rest, you may select a set light armor as your Verdant Leathers, causing them to take on a green hue. While you wear this armor, you gain a +1 bonus to your AC.

This bonus increases to +2 at 9th level, +3 at 13th level, and to +4 at 17th level. If you select a new set of armor as your Verdant Leathers, the previous armor loses this benefit and regains its original color. If you make a set of magical armor into your Verdant Leathers, the bonus AC granted by this feature is halved (rounded up).

Additionally at 3rd level, you gain the ability to warp the weapons used by your enemies, natural or otherwise, to disrupt their ability to hit their targets. When you deal your Sneak Attack damage to a creature within 15 feet of yourself, you may inflict Weapon Warp on that creature. Until the start of your next turn, that creature has disadvantage on any attack roll that isn't against you.

At 13th level, when you inflict Weapon Warp on a creature, you may inflict it on one additional creature within 15 feet of yourself.

At 3rd level, you also gain some additional abilities suitable to your roll as an officer of Metropolis. You gain proficiency with either Medicine or Investigation. Additionally, all damage you deal is automatically considered to be non-lethal unless you specifically wish to kill your target.

When you reach 9th level in this class, you gain the ability to redirect some of the energy of your Sneak Attack to hamper an enemy, through a technique known as the Blunted Blade. As a reaction, when a creature suffering from your Weapon Warp feature deals damage, you may roll half your Sneak Attack dice (rounded up) and reduce the damage by the total rolled.

At 13th level, you gain the ability to punish creatures for causing harm. When a creature would have its damage reduced by your Blunted Blade feature, you can deal force damage to the creature equal to the amount of damage reduced.

You may use this feature a number of times equal to your Intelligence modifier, and regain all expended uses upon completing a long rest.

At 17th level, your protective abilities persist longer. When you use your Blunted Blade feature to reduce damage, and the total number you roll is greater than the damage of the attack, the creature being attacked gains temporary hit points equal to the difference.

Avenger Spellcasting

Level 1st 2nd 3rd 4th
1st
2nd
3rd 2
4th 3
5th 3
6th 3
7th 4 2
8th 4 2
9th 4 2
10th 4 3
11th 4 3
12th 4 3
13th 4 3 2
14th 4 3 2
15th 4 3 2
16th 4 3 3
17th 4 3 3
18th 4 3 3
19th 4 3 3 1
20th 4 3 3 1

Paladins are well known enforcers of divine will, taking the front lines of religious battles in the name of their beliefs. Lesser known, however, are the Avengers. These individuals act as special agents in the service of a church or cult, utilizing their skills to act in more subtle but equally deadly ways.

When you choose this archetype at 3rd level, you gain proficiency in Religion, as well as with medium armor and shields.

You also gain proficiency in a single one-handed melee weapon of your choice, typically one associated with your god, which you are especially effective with. You may deal your sneak attack damage when using this weapon, even if it lacks the finesse property.

Additionally at 3rd level, you gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack on a creature if it has dealt damage to you or one of your allies since the end of your last turn, and so long as you do not have disadvantage on the attack. All the other rules for Sneak Attack still apply to you.

Preparing and Casting Spells

The Avenger table shows how many spell slots you have to cast your avenger spells. To cast one of your avenger spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of avenger spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of avenger spells equal to your Charisma modifier + half your rogue level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level avenger, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your avenger spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your avenger spells.

At 9th level, the divine magic of your spells grants you greater defense in battle. When you cast an avenger spell, your AC increases by an amount equal to the level of the spell. This bonus lasts until the beginning of your next turn.

At 13th level, your convictions can punish foes for causing you harm. When a creature hits you with an attack, you may use your reaction to force the creature to roll a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded until the end of your next turn.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses once you finish a long rest.

At 17th level, you can now burn the wicked when they raise their weapons against your faith. When you use your Blinding Radiance feature, you may roll your sneak attack dice. The creature takes radiant damage equal to the total rolled on a failed save, and half as much on a successful one.

  • roguish_archetypes.txt
  • Last modified: 2024/01/01 19:36
  • by shto