gavinator154
2018-07-19, 02:22 PM
This is my first attempt at this subclass, and it is driving me up a wall. I will take criticism to all of it, but I would like to make sure her level 1 abilities are solid as we will be playing in a couple days. This is supposed to be based off of Rogue from the Xmen (with some RPG liberties taken here and there)
PATRON OF THE UNTOUCHABLE
---------------------------------------------------------------------
Where did this power come from? Where you cursed for a misdeed? Did you make a deal with some force, only to have it backfire upon you? Perhaps you were born wit this curse, etched onto your very soul. No matter the source, your very touch spells pain and death for those you come into contact with. Be careful, as to not harm those you may call friends. But hope can be found even in the most dire of times. Use your power. Take your goals.
EXPANDED SPELLS LIST
1st: Wrathful Smite, Compelled Duel
2nd: Branding Smite, Detect Thoughts
3rd: Blinding Smite, Haster
4th: Staggering Smite, Death Ward
5th: Banishing Smite, Modify Memory
TOUCH OF POWER
Your very touch contains much power. Use it to slay those in your way, either in combat, or by treachery. At first level, the damage you do when attacking unarmed or touching someone at all is equal to 1d4 + Charisma Modifier. This dice becomes 1d6 at 6th level, 1d8 at 11th, and 1d10 and 14th level. When you deal damage to someone with this unarmed attack, you gain half the damage done (rounded down, minimum of 1) as temporary health. You do not gain the temporary health if the target is undead or a construct.
Also at this level, all of your damaging cantrips have their range changed to touch and can not be changed by any means. For these, you may choose to roll against AC or force a saving throw. You also gain eldritch burst as a replacement for eldritch blast. You may not gain temporary health from damaging cantrips due to your touch.
DON'T TOUCH ME
At 6th level, you may punish those who try to do you harm. As a reaction to taking damage, you may attempt to take some of their life force as penance. Make a single unarmed attack against the invader with advantage. If it succeeds, instead of gaining temporary health, gain it back as health points. You do not gain health if the target is undead or a contruct.
SURPRISE STRIKE
You have two hands. Make the most of it. At 10th level, once per turn when you use your action to cast a spell, you may make one unarmed strike against a creature within 5 feet of you. Conversely, if you use your action to make an unarmed attack, you may cast a cantrip as a bonus action.
ABSORPTION
Starting at 14th level, your powers have grown to incredible new heights. When you successfully make an unarmed attack, you make attempt to absorb some of the targets power and make it your own. The target must make a Constitution saving throw, or else lose 2 ability score, 1 AC, or access to a spell or ability, while you gain these things (at the DM's discretion). You may only have one stolen power at a time, and they leave at a short rest. If you make another unarmed attack and choose to steal a new power, the old one is released. You may hold an extra power once you hit 18th level.
ELDRITCH BURST
1 action
Touch
V, S
Instantaneous
Make a melee spell attack. On a hit, the target take 1d10 force damage. Invocations that would effect eldritch blast effect this spell.
At higher levels, beams will burst from a target that was targeted. Each beam has a range of 60 feet and gains advantage if the original target was successfully hit. There is 1 beam at 5th level, 2 at 11th, and 3 at 17th level.
PATRON OF THE UNTOUCHABLE
---------------------------------------------------------------------
Where did this power come from? Where you cursed for a misdeed? Did you make a deal with some force, only to have it backfire upon you? Perhaps you were born wit this curse, etched onto your very soul. No matter the source, your very touch spells pain and death for those you come into contact with. Be careful, as to not harm those you may call friends. But hope can be found even in the most dire of times. Use your power. Take your goals.
EXPANDED SPELLS LIST
1st: Wrathful Smite, Compelled Duel
2nd: Branding Smite, Detect Thoughts
3rd: Blinding Smite, Haster
4th: Staggering Smite, Death Ward
5th: Banishing Smite, Modify Memory
TOUCH OF POWER
Your very touch contains much power. Use it to slay those in your way, either in combat, or by treachery. At first level, the damage you do when attacking unarmed or touching someone at all is equal to 1d4 + Charisma Modifier. This dice becomes 1d6 at 6th level, 1d8 at 11th, and 1d10 and 14th level. When you deal damage to someone with this unarmed attack, you gain half the damage done (rounded down, minimum of 1) as temporary health. You do not gain the temporary health if the target is undead or a construct.
Also at this level, all of your damaging cantrips have their range changed to touch and can not be changed by any means. For these, you may choose to roll against AC or force a saving throw. You also gain eldritch burst as a replacement for eldritch blast. You may not gain temporary health from damaging cantrips due to your touch.
DON'T TOUCH ME
At 6th level, you may punish those who try to do you harm. As a reaction to taking damage, you may attempt to take some of their life force as penance. Make a single unarmed attack against the invader with advantage. If it succeeds, instead of gaining temporary health, gain it back as health points. You do not gain health if the target is undead or a contruct.
SURPRISE STRIKE
You have two hands. Make the most of it. At 10th level, once per turn when you use your action to cast a spell, you may make one unarmed strike against a creature within 5 feet of you. Conversely, if you use your action to make an unarmed attack, you may cast a cantrip as a bonus action.
ABSORPTION
Starting at 14th level, your powers have grown to incredible new heights. When you successfully make an unarmed attack, you make attempt to absorb some of the targets power and make it your own. The target must make a Constitution saving throw, or else lose 2 ability score, 1 AC, or access to a spell or ability, while you gain these things (at the DM's discretion). You may only have one stolen power at a time, and they leave at a short rest. If you make another unarmed attack and choose to steal a new power, the old one is released. You may hold an extra power once you hit 18th level.
ELDRITCH BURST
1 action
Touch
V, S
Instantaneous
Make a melee spell attack. On a hit, the target take 1d10 force damage. Invocations that would effect eldritch blast effect this spell.
At higher levels, beams will burst from a target that was targeted. Each beam has a range of 60 feet and gains advantage if the original target was successfully hit. There is 1 beam at 5th level, 2 at 11th, and 3 at 17th level.