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View Full Version : D&D 5e/Next Rogue Subclass- Unseen Seer (2nd Draft, PEACH)



AetherShift
2015-01-22, 08:53 AM
Unseen Seer

Mysterious and elusive, the unseen seer trades in secrets. Subterfuge is her business in the same way that death is the assassin's business, and she uses her magic to help her gather other people's secrets while keeping her own.
As an unseen seer, you excel at surreptitious information gathering. No secret is safe from you because you can ferret out information through spells or even by mundane means when necessary. You are adept at revealing falsehoods and unraveling even the most skillful deception, all the while keeping your own motives and activities hidden.
You move silently through the world in search of the truth, and no one is better than you at finding it. You were in the shadows when the queen's lover declared his undying devotion, and you eavesdropped on meetings of secret societies dedicated to dark entities. You saw an assassin's knife end the career of a promising young artist, and a forger's pens create the letter that started a war. The potent combination of your divination abilities and your stealth skills can strip away pretense and reveal the twisted truth behind society's polite facade.

Archetype Overview

You develop arcane skills useful for uncovering the secrets of others while vigilantly guarding your own. By utilizing Divination and Illusion magic, you expand your awareness and enhance your subterfuge. You become ever cautious in combat, reacting with near prognostic perception and tactical awareness to predict and evade attacks. As you advance you become adapt at cloaking your presence from even the most invasive magical surveillance that would otherwise reveal you or your intentions. Finally, your perceptive powers reach a pinnacle: you are no longer bound by mere sight, but develop a potent sixth sense of your immediate surroundings.

New Cantrip

Send Sight
Divination Cantrip (Bard, Wizard, Sorcerer)

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which uses your own vision. The eye can look in every direction.

Class Features

Spellcasting (Level three)
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn three cantrips: Send Sight and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Unseen Seer 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 wizard spells of your choice, two of which you must choose from the divination and illusion spells on the wizard spell list.
The Spells Known column of the Unseen Seer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.
The spell you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level foe which you have spell slots, and it must be a divination or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your Spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Unseen Seer Spellcasting Table
(same as arcane trickster) (I have a table, I just don't know how to insert it)

Expansive Vision (Level three)
Starting at 3rd level, your Send Sight cantrip gains the following attributes:

- The spell’s range becomes: 10 feet per Rogue level.
- The spell’s duration becomes: Up to 1 minute per Rogue level.
- You can use your action to move the eye up to 30 feet in any direction. The eye must stay within range and cannot enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Prognostic Sense (Level nine)
Starting at 9th level, you become increasingly sensitive to your surroundings and future possibilities. You can use the bonus action granted by your Cunning Action to take the Dodge action.

Stealth Mode (Level thirteen)
At 13th level you learn to conceal both your identity and whereabouts. You can no longer be targeted by divination magic or perceived through magical scrying sensors and you are immune to effects that would sense your emotions or read your thoughts. Furthermore, you may now cast your unseen seer spells silently, without using verbal components.

Reality Check (Level seventeen)
When you reach 17th level, you gain Blindsight out to a range of 30 feet. Additionally, whenever you cast a spell from your unseen seer spell list, you also gain Truesight out to a range of 30 feet. The Truesight effect lasts for 1 minute per spell level each time you cast a spell from your unseen seer spell list. For example, if you cast Detect Thoughts (a 2nd level spell), you also gain Truesight for 2 minutes.

Amechra
2015-01-22, 09:22 PM
I like it.

You certainly neatened up the whole thing.

AetherShift
2015-01-24, 12:16 PM
Thanks! I'm glad you liked it. Here is a list of some other class features I was considering. Let me know if any stand out as more interesting/relevant than the ones I went with.

Heightened Sensitivity (Level three)
Choose one of the following skill proficiencies: Insight, Investigation, or Perception. You are now proficient in that skill. As long as you are proficient in Insight, Investigation and Perception, you also gain a +5 bonus to Initiative checks.

Resolute Awareness (Level nine)
Beginning at 9th level your powers of observation intensify. At the end of each short or long rest choose Insight, Investigation, or Perception. Until your next short or long rest you never have disadvantage on rolls relating to the chosen skill. If you have proficiency in the chosen skill, you instead have advantage on rolls relating to the chosen skill until your next short or long rest.

Sighted Skirmish (Level nine)
At 9th level when making a ranged attack against an opponent with cover, you ignore half cover and three-quarters cover.

Temporal Feedback (Level nine)
At 9th level, add your wisdom modifier (minimum +1) to your attack rolls and saving throws.

Portent (Level thirteen or seventeen)
Same as the 2nd level Divination School ability.

Temporal Tweak (Level seventeen)
At 17th level your divinatory skills penetrate the flow of time itself. When you use this ability you may change the immediate fate of one living creature. That creature rerolls an attack roll, ability check or saving throw with your choice of advantage or disadvantage. The creature must use the new result. You must then finish a short or long rest before using this ability again.

Temporal Alertness (Level seventeen)
At 17th level your awareness extends into the near future. You have advantage on all saving throws and other creatures have disadvantage on attack rolls against you.

Glimpse Potential (Level seventeen)
At 17th level you are able see into the immediate future. When you use this ability you may declare your next turn hypothetical. You act as normal for that turn. At the end of that turn you may decide to alter your path or retain it. If you retain your path the turn ends as normal. If you alter your path you may take your turn a second time making any new decisions you would like. You must then finish a short or long rest to use this ability again.

Phantom Form (Level seventeen)
Beginning at 17th level, you can expend a spell slot to become invisible or ethereal for a short duration. If you choose to become invisible, the invisibility lasts for 1 minute per level of the expended spell slot. If you choose to become ethereal, you enter the ethereal plane for 1 round per level of the expended spell slot.