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View Full Version : D&D 5e/Next Ratcatcher, Roguish Archetype



Mourne
2017-03-11, 07:36 PM
Trying to complete some of my older/unfinished roguish archetypesÖ

RATCATCHER
Seen as vermin in most towns and cities, rats and other small rodents seem to be everywhere, from the manses of the highest lords to the alleys of the poorest beggars. It is this access that draws certain rogues to train and bond with these shunned creatures, forming a partnership that greatly expands their abilities to observe and enrich themselves.

Saving Throws. Some of your features require your target to make a saving throw to resist the effect. The saving throw DC is equal to 8 + your proficiency bonus + your Charisma modifier.

RODENT TRAINER
At 3rd level you gain the Wisdom (Animal Handling) skill. If you already have this skill, you double your proficiency bonus.

You may use Wisdom (Animal Handling) to convince a beast that you mean it no harm. The beast must be within 30 feet, be able to see and hear you, and have an Intelligence less than 4. If you succeed on a DC 15 check, the animal is considered to be charmed for a number of hours equal to your Charisma modifier (minimum of one). If you or one of your companions harms the target, the effect ends.

You may use this feature a number of times per short rest equal to your Charisma modifier (minimum of one).

TRAINED PET
At 3rd level, you gain a pet that aids you in your schemes and is trained to respond to your commands. Choose either a bat, rat, raven, spider monkey, or weasel. You add your proficiency bonus to the creatureís AC, attack rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or three times your rogue level, whichever is higher.

The pet obeys your commands as best as it can. It takes its turn on your initiative, though it doesnít take an action unless you command it to. On your turn, you can use sign language or simple sounds to command the pet where to move (no action required by you). You can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, Hide, or Use an Object action.

If your pet dies, you can train another one by spending 1 week conditioning an animal that isnít hostile to you, either the same type of creature as before or a different one from the same list.

You canít have more than one pet at a time and must dismiss your current pet if you desire to train another.

DANCING RODENT
At 9th level, you can command your pet to perform a dance or other trick, causing one or more creatures with an Intelligence of 6 or greater to become fascinated with it. Each creature to be fascinated must be within 60 feet, able to see the pet, and capable of paying attention to it. You must also be able to see your pet and the creatures it is attempting to fascinate. The distraction of nearby combat or other dangers prevents this ability from working. Your pet may target a number of creatures equal to your proficiency bonus.

Each creature targeted must make a Wisdom saving throw or remain still and observe the performance for as long as the pet continues to maintain it. While fascinated, a creature has disadvantage on initiative rolls and perception checks. Any potential threat to a fascinated creature allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

If a creatureís saving throw succeeds, you cannot attempt to have your pet fascinate that creature again for 24 hours.

Once you use this feature, you canít use it again until you finish a short rest.

NIMBLE LEGERDEMAIN
At 13th level, your pet gains the Dexterity (Sleight of Hand) and Dexterity (Stealth) skills and proficiency with thievesí tools. You can a bonus action to command your pet use thievesí tools or make a sleight of hand check. Your pet must be within 60 feet of you and able to see or hear you to do this.

In addition, you add the giant rat, giant weasel, and monkey to the list of animals that you can take as a pet and your pet's hit point maximum equals its normal maximum or four times your rogue level, whichever is higher.

HEARTFELT BOND
At 17th level, your petís Intelligence increases to 6 if it is not already and it is able to understand a single spoken language of your choice. The pet also gains the rogue Sneak Attack and Evasion features, with its sneak attack die equal to half of yours. Your familiar can deal sneak attack damage as appropriate to foes as long as it is within 30 feet of you.

Additionally, while your pet is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through your petís eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the pet has. During this time, you are deaf and blind with regard to your own senses.



Pet companions not detailed in the PHB or the MM.

Spider Monkey
Armor Class 12
Hit Points 3(1d4)
Speed 20 ft., climb 20 ft.


STR
DEX
CON
INT
WIS
CHA


6 (-2)
13 (+2)
11 (+0)
4 (-3)
12 (+1)
6 (-2)



Senses passive Perception 11
Languages --
Challenge 0 (10 XP)
Nimble. Spider monkeys can move through the space of any creature that is of a larger size.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. *Hit* 1 (1d4 - 2) piercing damage

Monkey
Armor Class 12
Hit Points 27 (3d6+6)
Speed 30 ft., climb 30 ft.


STR
DEX
CON
INT
WIS
CHA


12 (+1)
14 (+2)
14 (+2)
6 (-2)
12 (+1)
7 (-2)


Skills Acrobatics +4, Perception +2
Senses passive Perception 13
Languages --
Challenge 1/2 (100 XP)
Actions
Multiattack. The monkey makes two fist attacks.
Fist. Melee Weapon Attack: +3 to hit, reach 5ft., one target. *Hit* 3 (1d4 + 1) bludgeoning damage

Weasel
Armor Class 11
Hit Points 1 (1d4-1)
Speed 20 ft.


STR
DEX
CON
INT
WIS
CHA


4 (-3)
12 (+1)
9 (-1)
3 (-4)
10 (+0)
6 (-2)


Senses darkvision 60 ft., passive Perception 11
Languages --
Challenge 0 (10 XP)
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. *Hit* 1 (1d4 - 3) piercing damage

freeWeemsy
2017-03-14, 05:11 PM
I feel like this archetype is just BEGGING to have some type of ability to trigger a swarm. For example your pet rat is able to magically lure all of the rats in a 100 meter radius to his location resulting in a swarm of rats. This swarm is then lead by your rat(who is in turn lead by you).