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View Full Version : D&D 5e/Next Poltergeist (A rogue subclass) (Batch 3.5)



mcumoric
2020-12-06, 09:59 PM
Poltergeist
These rogues form a bond with mystical ghosts that have the ability to manipulate objects. They use their abilities to manipulate objects to fly out from their pockets to stab foes from a range. This poltergeist might be an ancestor, a pet, or even a ghost that lived in your house while you were young.

Manipulate weapons
Starting at the 3rd level, your bond with powerful spirits lets you manipulate objects with your mind, allowing you to stab targets at a range without approaching them.
As an action you can cause a light melee weapon you have proficiency with to hover and move up to 30 feet in any direction. If your weapon moves within 5 feet of, or into an enemies space you can make a melee attack against them once per turn, as a part of this action. If you cannot see your weapon it stops hovering and falls to the ground. Unlike your normal weapon attacks, this attack uses your charisma modifier for attack and damage rolls. You may also gain your sneak attack bonus with this floating weapon if you are not visible to the target, but you can see them.

Ghostly trickery
Starting at the 3rd level, you learn the mage hand cantrip. When you cast it the hand is invisible.

Chaotic mess
Starting at the 9th level, when you cast the mage hand cantrip, you can summon additional hands equal to half your level. In addition, summoning them and controlling them only takes a bonus action.

Quickened spirits
Starting at the 13th level, when you use your ‘manipulate weapons’ ability to levitate a light weapon, you may cause another of your light weapons to hover simultaneously as a bonus action and make an attack against the same target. If you hit with the secondary weapon, you do not add your charisma modifier or sneak attack bonus to the damage roll.

Shower of daggers
Starting at the 17th level, you can cause up to 12 of your light weapons to fly in a 120 by 5 foot straight line in a direction of your choice. Every creature within this line must make a dexterity saving throw versus 8 + your proficiency bonus + your charisma modifier, which on a fail, they take a number of d4 piercing damages equal to the amount of weapons tossed by this ability.