ES Curse
2016-08-14, 12:59 AM
Holy Avenger
Not all who answer to divine beings do so in the clear-cut manner of Clerics and Paladins. Sometimes, the gods must enact their will covertly. Other times, quiet footsteps and fast hands happen to be the best way to get something done. Enter the Holy Avenger: A killer who draws blood in the name of a god or ideology. Holy Avengers can take on a number of ventures in service of their god, such as protecting other clergy, killing monsters, reclaiming sacred ground, or the grisly work of eliminating heretics. Whatever the objective may be, Holy Avengers will complete their mission by any means necessary, barring any act abhorrent to the tenets of their faith.
L3: With guidance from your order, you learn how to invoke your god's power through divine magic. You gain spell slots and cantrips according to your level and the appropriate row of the Arcane Trickster's Spellcasting table. Your cantrips and spells come from the Cleric spell list (no school restriction), and you prepare a number of spells per day equal to your Wisdom modifier + your Rouge level divided by 3, rounded down (minimum one spell). Wisdom is your spellcasting ability for these spells. In addition, you also gain the Ritual Caster feature from the Cleric class.
L9: When you engage a target by making a weapon or spell attack focused on that creature on no others on your turn, you can choose to declare a Vow of Enmity as a free action. While you and the target are on the same plane of existence, you know their exact location unless they are subject to an effect that negates scrying or magical tracking. If the target is on a different plane, you know which plane they are on but not their exact location within that plane. Sneak Attack damage dealt to this target can be of the radiant type instead of its normal type at your choosing. You also have advantage on Perception, Insight, Survival, and Investigation checks intended to find or predict the target of your Vow of Enmity. (*could be worded better?*) This effect lasts until either the target dies or you have not made an attack roll against it for 24 hours.
L13: You have advantage on melee and spell attack rolls against a creature affected by your Vow of Enmity.
L17: When you deal Sneak Attack damage to the target of your Vow of Enmity, you may maximize all of your Sneak Attack damage die for that attack. This feature can only be used once per long rest.
Enforcer
Not all within the criminal underworld need rely on subtlety. In fact, no Thieves' Guild would ever be complete without some muscle to back up their demands. An Enforcer is a special kind of rouge, skilled in the kind of brute force a criminal organization needs while retaining the core features of a standard rouge to work alongside thieves if needed.
L3: Who needs all that fancy bladework when raw power gets the job done? Your Sneak Attack feature can be used with any one-handed melee weapon provided it meets the other requirements. Sneak Attack damage dealt in this way is reduced by one damage die (ex. 2d6 becomes 1d6) but retains all other properties. At 5th level, you can also Sneak Attack with 2-handed melee weapons, but your Sneak Attack damage is reduced by two damage die. In addition, you have advantage on Strength skill and ability checks to break objects, and may add your proficiency bonus to Strength skill or ability checks to forcefully break open a lock or container that could be unlocked with Thieves' Tools.
L9: Your brutality and menace can be used to win fights before a single attack is made! You may use your Strength modifier in place of your Charisma modifier for Intimidation skill checks. As an action, you can try to intimidate a single target. Make an opposed Intimidation check versus the target's Insight check roll. If your check wins, the target is frightened for one minute.
L13: Someone has to carry all that loot back to the fence, after all! Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on all Strength checks made to push, pull, lift, or break objects.
L17: Getting the jump on your mark can net "stunning" results! When you hit a creature that is surprised or roll a natural 20 on a melee attack roll using Strength, that creature becomes stunned (no save) until the end of your next turn.
I haven't put a whole lot of time on this, so if something feels too strong or too weak, please point it out.
Not all who answer to divine beings do so in the clear-cut manner of Clerics and Paladins. Sometimes, the gods must enact their will covertly. Other times, quiet footsteps and fast hands happen to be the best way to get something done. Enter the Holy Avenger: A killer who draws blood in the name of a god or ideology. Holy Avengers can take on a number of ventures in service of their god, such as protecting other clergy, killing monsters, reclaiming sacred ground, or the grisly work of eliminating heretics. Whatever the objective may be, Holy Avengers will complete their mission by any means necessary, barring any act abhorrent to the tenets of their faith.
L3: With guidance from your order, you learn how to invoke your god's power through divine magic. You gain spell slots and cantrips according to your level and the appropriate row of the Arcane Trickster's Spellcasting table. Your cantrips and spells come from the Cleric spell list (no school restriction), and you prepare a number of spells per day equal to your Wisdom modifier + your Rouge level divided by 3, rounded down (minimum one spell). Wisdom is your spellcasting ability for these spells. In addition, you also gain the Ritual Caster feature from the Cleric class.
L9: When you engage a target by making a weapon or spell attack focused on that creature on no others on your turn, you can choose to declare a Vow of Enmity as a free action. While you and the target are on the same plane of existence, you know their exact location unless they are subject to an effect that negates scrying or magical tracking. If the target is on a different plane, you know which plane they are on but not their exact location within that plane. Sneak Attack damage dealt to this target can be of the radiant type instead of its normal type at your choosing. You also have advantage on Perception, Insight, Survival, and Investigation checks intended to find or predict the target of your Vow of Enmity. (*could be worded better?*) This effect lasts until either the target dies or you have not made an attack roll against it for 24 hours.
L13: You have advantage on melee and spell attack rolls against a creature affected by your Vow of Enmity.
L17: When you deal Sneak Attack damage to the target of your Vow of Enmity, you may maximize all of your Sneak Attack damage die for that attack. This feature can only be used once per long rest.
Enforcer
Not all within the criminal underworld need rely on subtlety. In fact, no Thieves' Guild would ever be complete without some muscle to back up their demands. An Enforcer is a special kind of rouge, skilled in the kind of brute force a criminal organization needs while retaining the core features of a standard rouge to work alongside thieves if needed.
L3: Who needs all that fancy bladework when raw power gets the job done? Your Sneak Attack feature can be used with any one-handed melee weapon provided it meets the other requirements. Sneak Attack damage dealt in this way is reduced by one damage die (ex. 2d6 becomes 1d6) but retains all other properties. At 5th level, you can also Sneak Attack with 2-handed melee weapons, but your Sneak Attack damage is reduced by two damage die. In addition, you have advantage on Strength skill and ability checks to break objects, and may add your proficiency bonus to Strength skill or ability checks to forcefully break open a lock or container that could be unlocked with Thieves' Tools.
L9: Your brutality and menace can be used to win fights before a single attack is made! You may use your Strength modifier in place of your Charisma modifier for Intimidation skill checks. As an action, you can try to intimidate a single target. Make an opposed Intimidation check versus the target's Insight check roll. If your check wins, the target is frightened for one minute.
L13: Someone has to carry all that loot back to the fence, after all! Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on all Strength checks made to push, pull, lift, or break objects.
L17: Getting the jump on your mark can net "stunning" results! When you hit a creature that is surprised or roll a natural 20 on a melee attack roll using Strength, that creature becomes stunned (no save) until the end of your next turn.
I haven't put a whole lot of time on this, so if something feels too strong or too weak, please point it out.