sandmote
2019-11-30, 07:34 PM
A rogue subclass themed around horrifying your enemies. Still struggling with anti-caster subclasses, but think I'm getting a bit better.
Shred Communication
From 3rd level, when a creature within 25 feet of you uses its action to make a deception, intimidation, performance, or persuasion check that involves sound, you can silence them until the start of your turn as a reaction. When you do so and the roll would require making sound to succeed, the target automatically fails; otherwise the target has disadvantage on the roll. While the target can repeat the check later without the penalty.
You can use this feature a number of times equal to your charisma modifier (minimum of once), and regain all uses at the end of a short rest.
Maddening Silence
When you choose this subclass at 3rd level, you can muzzle your enemies. You can cast the silence spell, requiring no components a number of times equal to your charisma modifer (minimum of once), and regain all uses of this feature at the end of a short rest.
At the end of your turn, creatures of your choice that are affected by the spell must make a Wisdom saving throw with a save DC of 8 + your proficiency modfier + your Charisma modifier or take 1d4 psychic damage.
Twisting Personality
From 9th level, you gain an almost supernatural ability to recognize what others will sense. When you make an skill check using your Dexterity modifer, you gain a bonus equal to your Charisma modifier (minimum of +1).
Silencing Strike
Starting at 13th level, any target that takes damage from your sneak attack must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your charisma modifier or take 1d6 psychic damage and become unable to speak or cast spells with verbal components until the start of your next turn.
Horror of the Darkness
At 17th level, you can cast maddening darkness requiring no components, using charisma as your spellcasting ability score. When you cast the spell in this manner, the radius of the spell is onl 20 feet, but you can choose up to ten creatures to not take damage from the spell.
You regain this ability at the end of a short rest.
Shred Communication
From 3rd level, when a creature within 25 feet of you uses its action to make a deception, intimidation, performance, or persuasion check that involves sound, you can silence them until the start of your turn as a reaction. When you do so and the roll would require making sound to succeed, the target automatically fails; otherwise the target has disadvantage on the roll. While the target can repeat the check later without the penalty.
You can use this feature a number of times equal to your charisma modifier (minimum of once), and regain all uses at the end of a short rest.
Maddening Silence
When you choose this subclass at 3rd level, you can muzzle your enemies. You can cast the silence spell, requiring no components a number of times equal to your charisma modifer (minimum of once), and regain all uses of this feature at the end of a short rest.
At the end of your turn, creatures of your choice that are affected by the spell must make a Wisdom saving throw with a save DC of 8 + your proficiency modfier + your Charisma modifier or take 1d4 psychic damage.
Twisting Personality
From 9th level, you gain an almost supernatural ability to recognize what others will sense. When you make an skill check using your Dexterity modifer, you gain a bonus equal to your Charisma modifier (minimum of +1).
Silencing Strike
Starting at 13th level, any target that takes damage from your sneak attack must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your charisma modifier or take 1d6 psychic damage and become unable to speak or cast spells with verbal components until the start of your next turn.
Horror of the Darkness
At 17th level, you can cast maddening darkness requiring no components, using charisma as your spellcasting ability score. When you cast the spell in this manner, the radius of the spell is onl 20 feet, but you can choose up to ten creatures to not take damage from the spell.
You regain this ability at the end of a short rest.