Homebrew:Improviser: Difference between revisions

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[[file:dark trapper.jpg|right|thumb|500px]]
[[file:improviser.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Dark Trapper subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
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{{base class|ranger|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|rogue|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Blood magic is often banned for a reason. Dark Trappers tap into the primordial magic that binds creatures to the world they live in. You have learned the shape of reality, and can use it to force creatures to stay in a location, send pulsing waves of damage through their blood, and harness the energy your prey provides to keep yourself alive longer.
Improvisers strive to never be caught off guard and to be able to think of solutions most wouldn’t consider. Able to utilize 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.


== Dark Tether ==
== Improvised Trap ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You can temporarily restrict the movement of your prey. As an action, you can choose one point you can see within 60 feet of you. Choose a number of creatures up to your Wisdom modifier (minimum of one) within 10 feet of that point. Each of these creatures must succeed on a Wisdom saving throw or else be tethered to that point.
You gain proficiency with [[equipment:tinkers-tools|tinker's tools]] if you don't already have it. You can use your action to make an Intelligence check using your [[equipment:tinkers-tools|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.


While tethered in this way, the creature can’t move further from that point in any direction, although it can move closer. These tethers last for 1 minute or until you dismiss them as a bonus action. A tethered creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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.


While a creature is tethered, it takes 1d4 psychic damage at the beginning of each of its turns, and it can’t take reactions. If the creature dies, its tether vanishes.
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.


You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
== Quick Contraption ==
''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.
 
== Escape Expert ==
''9th-level {{PAGENAME}} feature''


== Uncanny Strikes ==
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.
''7th-level {{PAGENAME}} feature''


You can use your tethers to inflict more injury on your quarry. You have advantage on attack rolls against creatures in your dark tethers. When you hit a tethered creature with a weapon attack, that creature takes an extra 1d8 psychic damage. You can deal this extra damage only once each turn.
== Arcane Augmentation ==
''13th-level {{PAGENAME}} feature''


== Blood Bound ==
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.
''11th-level {{PAGENAME}} feature''


You gain the ability to spread damage even outside of your tethers. Once per turn, when you hit a creature that is within 5 feet of another creature with a weapon attack, you can choose to force the second creature to make a Dexterity saving throw. On a failure, the second creature takes half the damage you dealt to the first creature.
== Flash Bomb ==
''17th-level {{PAGENAME}} feature''


== Deadfall ==
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.
''15th-level {{PAGENAME}} feature''


You learn to drain the life force of your prey more effectively and repurpose it. When you deal damage with your Blood Bound ability, you can gain temporary hit points equal to half of the damage dealt with your weapon attack.
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.


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

Latest revision as of 18:31, 26 July 2025

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

Base Class: Rogue

Improvisers strive to never be caught off guard and to be able to think of solutions most wouldn’t consider. Able to utilize 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.

Improvised Trap

3rd-level Improviser 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.

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.

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.

Quick Contraption

3rd-level Improviser 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.

Escape Expert

9th-level Improviser 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.

Arcane Augmentation

13th-level Improviser 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.

Flash Bomb

17th-level Improviser 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.

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.