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View Full Version : 5e Rogues: Lancer and Secret Agent



BerzerkerUnit
2022-01-03, 09:22 AM
So here are a couple of Rogue Archetypes I took a stab at. Target was simplicity, I know secret agent goes nuts at the end but that how the classic Bond movies always ended. Pls have a look, critiques are always welcome!


As a Lancer you employ the best tools available and a style created to fight the mightiest of mortal prey, Dragons.

Slayer Training
Beginning at 3rd level after choosing this Archetype you gain proficiency in the Draconic Language and Athletics as well as the Lance and Pike. Additionally, you can use these weapons to deal your Sneak Attack damage if you hit an enemy with an attack immediately after using your Lancer Leap.

Lancer Leap
Also at 3rd level after choosing this Archetype you learn to execute a powerful leap as a bonus action. The length or height of this leap is 10 feet. The distance increases to 15 feet at 5th level, 20 feet at 9th level, 25 feet at 13th level, and 30 feet at 17th level. If you hit an enemy with a melee weapon attack immediately after you have used your Lancer Leap the target must succeed on a Strength saving throw or be knocked prone, the DC of this save is Strength based.

Desperate Maneuvers
By 9th level you know all too well a battle with mighty foes rarely leaves one unscathed. When your end looms near, you can briefly summon great strength to try and stave it off another day. When you are reduced to half your hit point maximum or below you gain resistance to all damage until the end of your following turn and Once before the end of that turn, when you deal sneak attack damage you can choose to have the attack deal maximum damage.
You can benefit from this feature once and must complete a short or long rest before doing so again.

Lancer Equipment
At 9th level, if you lack a ready source from which to requisition such items, you can craft a Ring of Jumping with 8 hours of work and 500 gp worth of materials. Rings crafted in this fashion do not work for others. You also learn to create Feather Tokens of feather falling for 25 gold pieces of herbs and feathers and 1 hour of work.

God Blinks
By 13th level you cultivate a variety of techniques such as herbal concoctions and rhythmic steps to enhance your stealth attempts. When you succeed on a stealth check you cannot be detected with Blindsense or Tremor sense.

Heaven’s Fall
At 17th level you can bring the full weight of your destiny to bear on a foe. When you make an attack immediately after you have used your Lancer Leap and miss, you can declare the attack a hit instead and knock the target prone. You can use this feature a number of times equal to your Proficiency Bonus and regain all uses after a long rest.


As a secret agent rogue you use fanciful gadgetry, body doubles, secret intelligence, and royal connections to serve a mission of maintaining world peace.

Bonus Proficiencies
After choosing this archetype at 3rd level, you receive additional training in espionage skills. You gain proficiency in your choice of Insight, Deception, or Stealth.

Clever Gadgets
Additionally, at 3rd level you have access to a small selection of useful gadgets to aid you in your mission. These devices require significant maintenance to keep operating at peak efficiency. At the end of a long rest you decide which gadget you have maintained. You may choose to employ other gadgets, however their effect is diminished as described. You are considered proficient with these devices and if they require a target to make a saving throw the DC is intelligence based.
- Self Styling Make-Up and Garments. This device appears as a chest or bag. As an action you can have it silently unfold, applying a variety of pads, fabrics, putty based prosthetics, and make-up to you or another creature, perfectly recreating the appearance of a similarly sized creature with similar orientation of limbs within 30 feet. This disguise will stand up to most physical inspection unless a creature uses an action to perform an Investigation check against your gadget DC. You can trigger the device to fold itself back up, reclaiming the pads, fabrics, putty, and makeup as an action. If you have not maintained this device it merely approximates the appearance but will fail to stand up to intense scrutiny if a creature uses an action to make an investigation check while inspecting it.
- Hidden Weapon. You can disguise weapons this class grants proficiency in as a harmless affectations. Throwing darts can be disguised as quills or cap feathers. Swords can be hidden in canes, or the stuffed corpse of a beloved pet may unfold to loose crossbow bolts from its mouth. You can have 1 weapon and 10 pieces of ammunition so disguised. You add your proficiency bonus to initiative checks and have advantage on the first attack you make with one after initiative is rolled. If not properly maintained you retain the bonus to initiative but the advantage on attacks is lost.
- Exploding Jewelry. You keep a pair of small explosives on your person, typically disguised as cufflinks or earrings. As an action you can throw one of these at a space up to 30 feet away where it detonates creating a 10 ft radius sphere. Objects and creatures that fail a dexterity save against your Gadget DC take your sneak attack dice in Fire or Thunder damage (your choice). A successful save halves the damage. Alternatively, you can set the jewel on or next to an edifice or object and roll 1d6. The jewel detonates after a number of your turns equal to the result. Walls and doors treat the explosion as if a creature had made an Athletics check result of 25 to burst through or knock them down. If not properly maintained creature’s have advantage on their saving throws to reduce the damage of these explosives.
Once both explosives are used you can create another set as part of your next long rest.

Body Doubles
Beginning at 9th level after choosing this archetype you have collected a number of reliable followers who, through a combination of artifice and magic, look enough like you to fool your own mother. When you would be reduced to 0 hit points you can reveal that was a body double and your actual character will appear from the nearest source of total cover or concealment, having suffered none of the effects of the triggering attack. You can use this feature once and must complete a long rest before doing so again.

Dossiers
Beginning at 13th level your network has collected an immense amount of intelligence on a wide variety of threats. At the end of a short or long rest you can receive a dossier on any creature you have seen. How you receive this information, be it a Dream spell or note delivered by pigeon or page is up to you. This dossier will include notes about its most common forms of attack or preferred spells, defenses, resistances, and immunities. It will also include the creature's current or most prominent motivation. At the DM’s discretion this might be couched in vague terms like "searching for something" or highly specific "protect their child from rival baron.”

Her Majesty's Secret Service
Beginning at 17th level your reliable service has cultivated sufficient authority to command reinforcements. Depending on the type of reinforcements summoned different effects are garnered. You can summon only one kind of reinforcement at a time and regain the use of this feature after a long rest.
Veteran Officer. You summon a single veteran, a longtime associate that trusts your judgment. The Veteran shares your initiative but takes its turn immediately after yours. It is friendly to you and your allies, acting as you direct for up to 12 hours or until reduced to 0 hit points. If the Veteran is killed you cannot use this aspect of the feature until you have them raised.
Knights. You summon a squad of 4 Knights mounted on Warhorses or Giant Goats. These knights are friendly to you and your allies, they share your initiative and take their turn immediately after yours. The knights can fight on foot, but their mounts cannot fight independently. They act as you direct for 2 hours or until reduced to 0 hit points. If a knight is slain, future uses of this feature summon fewer knights until you have them raised.
Royal Guard. You summon an army of guards, possibly hundreds strong. These guards engage with other creatures to preoccupy them creating a 30 ft cube in which you and your allies are not subject to hazards of war.
Within this space, enemies that are not incorporeal or teleporting must spend 4 feet of movement for every foot they move. You and your allies can move freely through other creature's spaces and are not subject to attacks of opportunity. You and your allies reduced to 0 hit points are immediately stabilized and you can use a bonus action to have an unconscious ally dragged up to 30 feet each turn. All of your attacks against creatures in this space have advantage as the guards aid you. For the duration, Attacks against the guards are always successful, but the forces summoned are too numerous and more flood in to take their place. The guards can maintain such a space for 1 minute. After this time the guards themselves may remain, fighting in the background or attempting rescues and arrests.