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Thread: D&D Subclass Contest X: Calling Card

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    Orc in the Playground
     
    HalflingRangerGuy

    Join Date
    Jan 2017

    Default Re: D&D Subclass Contest X: Calling Card

    Roguish Archetype – Bladecloak

    Dagger Bond

    At 3rd level, you learn a ritual that creates a magical bond between yourself and your daggers. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can create the bond with a magical dagger, but you can’t affect an artifact or a sentient weapon in this way.
    Once you have bonded a weapon to yourself, you can summon or dismiss that weapon as a bonus action on your turn, shunting it into an extradimensional space. The damage die of your bonded dagger increases from 1d4 to 1d6. You can have up to two bonded weapons and can summon both with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
    When you reach 9th level in this class, attacking at long range with your bonded dagger does not impose disadvantage on your attack rolls.

    Knife at the Ready

    Starting at 3rd level, you have a seemingly endless supply of knives. When you make a ranged weapon attack with a dagger, as part of the Attack action you can reach into a pocket dimension in your cloak and draw an exact copy of the dagger that you just threw. The dagger that was copied from loses any magical properties at the end of your current turn and disappears from existence after one minute.

    Hidden Cuts

    Starting at 9th level, you can exact sharp vengeance on those that would seek you out. After you have made a Stealth check to hide, if a creature does damage to you while you are hidden, you can cast the spell Cloud of Daggers, as a 2nd level spell, on that creature’s position as a reaction. The spell can be cast without components, requires concentration, and lasts until a creature takes damage from the spell or one minute, whichever happens first. Once you use this ability you must complete a short rest before you can do so again.

    Primordial Blades

    At 13th level, you can imbue your daggers with elemental fury. As an action, choose one elemental type from the list below. For the next minute, all thrown daggers gain the additional benefit listed. You must complete a long rest before you can use this ability again.

    Acid – On a hit, the creature has their AC reduced by one until the beginning of your next turn.
    Cold – On a hit, the creature has their speed reduced by 10 feet until the beginning of your next turn.
    Fire – On a hit, the creature is set alight and takes 1d4 fire damage at the end of each of its turns for one minute or until it or another creature uses an action to put out the flames.
    Lightning – On a hit, the creature cannot take reactions until the beginning of your next turn.
    Poison – On a hit, the creature is poisoned until the beginning of your next turn.
    Thunder – On a hit, the creature must succeed on a Constitution saving throw or be knocked prone. The DC equals 8 + your proficiency bonus + your Dexterity modifier.

    Symphony of Daggers

    When you reach 17th level, you are the center of a whirling tempest of blades. As an action, you can cast the spell Animate Objects, once, as a 5th level spell. When you do so, ten daggers erupt from pocket dimensions hidden about your person and are the target of the spell. The daggers count as Tiny objects that deal Piercing damage, have a +1 to attack rolls and damage, and count as magical for the sake of overcoming resistances. You can apply Sneak Attack damage to the first animated dagger that hits a creature on your turn while the spell is active, unless you have already applied Sneak Attack for that turn. The spell follows its normal rules for duration and concentration. The daggers disappear from existence when the spell has ended. Once you use this ability you must finish a long rest before you can do so again.
    Last edited by RickAsWritten; 2022-10-28 at 08:01 AM.