Homebrew:Temple Raider: Difference between revisions

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[[file:improviser.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Improviser subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the Improviser subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|rogue|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|rogue|blockquotestyle=width:100%}}
Improvisers strive to never be caught off guard and to be able to think of solutions most wouldn’t consider. Able to utilise their environment and mundane objects, these genius rogues can fashion complex traps and helpful tools at a moment’s notice. Many dabble in arcane magic to further augment their attacks and contraptions and often attempt to outsmart their enemies, preparing tactics far in advance of any conflict.
Places of divine power, both ancient and modern, call to the temple raiders. These rogues exploit glimmers of divine magic to enter magically warded areas and recover treasures, mystical and mundane.


== Improvised Trap ==
Temple raiders come from a mix of origins, which explain their motivation in delving into places of power and the sources of the divine spark that aids them in their quest. Some are scholars, seeking and exploiting objects of historical religious impower. Others are grifters, seeking artifacts for personal gain and using stolen divine magic to aid their efforts. Still others are sent on their mission by the gods themselves, gifted with divine magic to disrupt places of worship of other faiths, recover lost temples of their own faith, or as a form of worship to gods of trickery and thievery.
 
== Spellcasting ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You gain proficiency with tinker’s tools if you don’t already have it. You can use your action to make an Intelligence check using your tinker’s tools to create an improvised trap in an unoccupied space within 5 feet of you, using the environment and supplies you have gathered. The trap is hidden, but can be spotted on a successful Perception check with a DC equal to your tinker’s tool check result. You may only have one trap active at a time and can only lay another by dismantling and using parts of the first.
You gain access to a limited pool of divine magic that aids you in your exploits.
 
;Cantrips
:You learn three cantrips: ''[[spell:resistance|resistance]]'' and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
;Spell Slots
:The Temple Raider Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
;Spells Known of 1st-Level and Higher
:You know three 1st-level cleric spells of your choice. The Spells Known column of the Temple Raider Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
:Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
;Spellcasting Ability
:Wisdom is your spellcasting ability for your cleric spells, since you gain your spells by divine communion or tapping intuitively into ancient mysteries. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
<div style="text-align:center"><p>'''Spell save DC''' = 8 + your proficiency bonus + your Wisdom modifier</p>
<p>'''Spell attack modifier''' = your proficiency bonus + your Wisdom modifier</p></div>
 
{| class="wikitable"
|+ Temple Raider Spellcasting
! rowspan="2" | Rogue Level
! rowspan="2" | Cantrips Known
! rowspan="2" | Spells Known
! colspan="4" | &ndash; Spell Slots per Spell Level &ndash;
|-
!1st !! 2nd !! 3rd !! 4th
|-
|3rd || 3 || 3 || 2 || &ndash; || &ndash; || &ndash;
|-
|4th || 3 || 4 || 3 || &ndash; || &ndash; || &ndash;
|-
|5th || 3 || 4 || 3 || &ndash; || &ndash; || &ndash;
|-
|6th || 3 || 4 || 3 || &ndash; || &ndash; || &ndash;
|-
|7th || 3 || 5 || 4 || 2 || &ndash; || &ndash;
|-
|8th || 3 || 6 || 4 || 2 || &ndash; || &ndash;
|-
|9th || 3 || 6 || 4 || 2 || &ndash; || &ndash;
|-
|10th || 4 || 7 || 4 || 3 || &ndash; || &ndash;
|-
|11th || 4 || 8 || 4 || 3 || &ndash; || &ndash;
|-
|12th || 4 || 8 || 4 || 3 || 2 || &ndash;
|-
|13th || 4 || 9 || 4 || 3 || 2 || &ndash;
|-
|14th || 4 || 10 || 4 || 3 || 2 || &ndash;
|-
|15th || 4 || 10 || 4 || 3 || 3 || &ndash;
|-
|16th || 4 || 11 || 4 || 3 || 3 || &ndash;
|-
|17th || 4 || 11 || 4 || 3 || 3 || &ndash;
|-
|18th || 4 || 11 || 4 || 3 || 3 || &ndash;
|-
|19th || 4 || 12 || 4 || 3 || 3 || 1
|-
|20th || 4 || 13 || 4 || 3 || 3 || 1
|}


The trap lasts for one hour. If a creature enters the space in that time it must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save the creature takes 2d6 acid, poison, bludgeoning, piercing, or slashing damage (your choice when you set the trap) and you can add your Sneak Attack dice, which deal the same damage type as the trap. Alternatively, you can sacrifice your Sneak Attack damage to instead cause the target to be restrained until the end of its next turn or to be knocked prone.
== Ward of the Ancient Ones ==
''3rd-level {{PAGENAME}} feature''


Beginning at 9th level, the damage of your traps counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you cast ''[[spell:resistance|resistance]]'', it has a range of 30 feet, and you can cast it as a reaction when you or another creature you can see within 30 feet makes a saving throw.


== Quick Contraption ==
== Bonus Proficiency ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You can spend 1 minute using your tinker’s tools to create the right item for a task at hand. Using the materials gathered from your surroundings, you can craft a nonmagical piece of adventuring gear worth no more than 25 gp. The item lasts for one hour, after which it breaks down into its constituent pieces.
You gain proficiency in Arcana, History, Investigation, or Religion (your choice).


== Escape Expert ==
== Channel Divinity ==
''9th-level {{PAGENAME}} feature''
''9th-level {{PAGENAME}} feature''


You have mastered the art of escaping from bonds. While your tinker’s tools are on your person, you have advantage on ability checks and saving throws made to escape from effects that would have you grappled or restrained. Additionally, you have advantage on checks made to hide or hold on to your thieves’ tools or tinker’s tools.
You have learned to channel the power of gods in the same
way as their servants, calling on either the deity who sends
you on your missions or the gods you have stolen rituals
and items of power from.
 
You can channel these divine energies to fuel magical
effects. You may use this ability to Invoke Duplicity or
Pry into Darkness. When you use your Channel Divinity,
you choose which option to use. You may use this ability
twice and must then finish a short or long rest to use your
Channel Divinity again.
 
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals
your spell save DC.
 
;Invoke Duplicity
:You can use your Channel Divinity to create an illusionary duplicate of yourself.
:As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
:For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
;Pry Into Darkness
:You can use your Channel Divinity to discover and protect yourself from mystical wards.
:As an action, you can present a holy symbol. You magically discern the location and nature of all traps within 60 feet of you, and have advantage on checks made to disable those traps for the next minute.


== Arcane Augmentation ==
== Whispers of Mystery ==
''13th-level {{PAGENAME}} feature''
''13th-level {{PAGENAME}} feature''


You have learned to augment your attacks and traps with magical effects. Whenever you roll Sneak Attack damage for a weapon attack or a trap, you can choose to deal acid, cold, fire, lightning, poison, or thunder damage, instead of the normal damage type.
You learn to glean knowledge of ancient mysteries through magical rites. You can cast either the ''[[spell:contact-other-plane|contact other plane]]'' or ''[[spell:legend-lore|legend lore]]'' spell once without expending a spell slot. Once you have cast either of these spells in this way, you can’t use this feature again until you finish a long rest.


== Flash Bomb ==
== Smile of a Stolen God ==
''17th-level {{PAGENAME}} feature''
''17th-level {{PAGENAME}} feature''


You are able to improvise a powerful explosive that can be thrown to disorient and subdue your enemies. As an action, you throw the explosive to a point you choose within 30 feet of you. Each creature within 10 feet of it must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, each creature takes radiant damage equal to your Sneak Attack dice and is stunned and blinded for 1 minute. On a successful save, a creature takes half damage and isn’t stunned or blinded.
You have gained enough influence by whatever means to call on the powers of the multiverse in your moments of direst need.


Creatures that are stunned and blinded by this feature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t do so again until you finish a long rest.
Imploring deific aid requires you to use your action. Describe the assistance you seek and which deity or similar power (such as an archfey, demon prince or elder elemental) that you seek it from, then roll 1d4. On a 4, the chosen power intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. Depending on the power chosen and your relationship to it, the power may perform the service willingly or be compelled, in which case it may take offense at your presumption or demand some form of payment for its aid. If the power intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.


[[category:homebrew rogue subclasses]]
[[category:homebrew rogue subclasses]]

Revision as of 05:38, 13 November 2023

(OOC: This is an implementation of the Improviser subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Rogue

Places of divine power, both ancient and modern, call to the temple raiders. These rogues exploit glimmers of divine magic to enter magically warded areas and recover treasures, mystical and mundane.

Temple raiders come from a mix of origins, which explain their motivation in delving into places of power and the sources of the divine spark that aids them in their quest. Some are scholars, seeking and exploiting objects of historical religious impower. Others are grifters, seeking artifacts for personal gain and using stolen divine magic to aid their efforts. Still others are sent on their mission by the gods themselves, gifted with divine magic to disrupt places of worship of other faiths, recover lost temples of their own faith, or as a form of worship to gods of trickery and thievery.

Spellcasting

3rd-level Temple Raider feature

You gain access to a limited pool of divine magic that aids you in your exploits.

Cantrips
You learn three cantrips: resistance and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots
The Temple Raider Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice. The Spells Known column of the Temple Raider Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you gain your spells by divine communion or tapping intuitively into ancient mysteries. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Temple Raider Spellcasting
Rogue Level Cantrips Known Spells Known – Spell Slots per Spell Level –
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3 2
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 3
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Ward of the Ancient Ones

3rd-level Temple Raider feature

When you cast resistance, it has a range of 30 feet, and you can cast it as a reaction when you or another creature you can see within 30 feet makes a saving throw.

Bonus Proficiency

3rd-level Temple Raider feature

You gain proficiency in Arcana, History, Investigation, or Religion (your choice).

Channel Divinity

9th-level Temple Raider feature

You have learned to channel the power of gods in the same way as their servants, calling on either the deity who sends you on your missions or the gods you have stolen rituals and items of power from.

You can channel these divine energies to fuel magical effects. You may use this ability to Invoke Duplicity or Pry into Darkness. When you use your Channel Divinity, you choose which option to use. You may use this ability twice and must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC.

Invoke Duplicity
You can use your Channel Divinity to create an illusionary duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Pry Into Darkness
You can use your Channel Divinity to discover and protect yourself from mystical wards.
As an action, you can present a holy symbol. You magically discern the location and nature of all traps within 60 feet of you, and have advantage on checks made to disable those traps for the next minute.

Whispers of Mystery

13th-level Temple Raider feature

You learn to glean knowledge of ancient mysteries through magical rites. You can cast either the contact other plane or legend lore spell once without expending a spell slot. Once you have cast either of these spells in this way, you can’t use this feature again until you finish a long rest.

Smile of a Stolen God

17th-level Temple Raider feature

You have gained enough influence by whatever means to call on the powers of the multiverse in your moments of direst need.

Imploring deific aid requires you to use your action. Describe the assistance you seek and which deity or similar power (such as an archfey, demon prince or elder elemental) that you seek it from, then roll 1d4. On a 4, the chosen power intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. Depending on the power chosen and your relationship to it, the power may perform the service willingly or be compelled, in which case it may take offense at your presumption or demand some form of payment for its aid. If the power intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.