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  1. - Top - End - #1
    Ogre in the Playground
     
    NinjaGuy

    Join Date
    Jul 2013

    Default Ghost Slayer Roguish Archetype - Based on M:tG's Kaya PEACH

    As I'm reading the War of the Spark novel based on block of the same name, the Infinity-Wars-esque story cap in the Magic: the Gathering universe, I'm restarting my series of subclasses based on Planeswalkers.

    Roguish Archetype - The Ghost Slayer


    Ghost Slayers are firm believers that life is for the living. The living should make the most of their lives and pursue what they want while they've still got time, and find their own peace before death. If you die with unfinished business, well, that's probably your fault. And if it's not...perhaps she could help you...for a price.

    Geisterdolchen
    Starting at level 3, whenever you end a short or long rest, you can touch a number of weapons equal to your proficiency bonus. These ghost-touched weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can summon a ghost-touched weapon to your hand as a bonus action on your turn, causing it to teleport instantly to your hand. You can summon 2 weapons in a single bonus action if both of the summoned weapons have the light property.

    Ghost Assassin
    At level 3, you have advantage on any attacks on undead creatures.
    In addition, you gain an additional way to use your Sneak Attack; You don't need advantage on the attack roll to use your Sneak Attack against a creature had missed you with an attack within 1 round provided you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

    Incorporeal Dodge
    Starting at level 9, you can dive through the Ethereal Plane instinctively. When you use your Uncanny Dodge feature, roll a 6-sided die. On a roll of 4 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane, causing the attack to miss entirely, instead of just halving damage. At the start of your next turn, you return to an unoccupied space of your choice within 10 feet of the space you vanished from, similar to the Blink spell.

    Ghostform
    At 13th level, you learn to step through the Ethereal Plane purposefully. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot (if you have any), but the spell ends at the end of the current turn.
    You regain a use of this feature whenever you successfully land a sneak attack or finish a long rest.

    Incorporeal Movement
    At 17th level, whenever you take a Dash action, all attacks of opportunity made against you have disadvantage and you can move through most other creatures and objects as if they were difficult terrain. Your Incorporeal form allows you to penetrate most barriers, but you will be blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you end your turn inside an object, You take 5d10 force damage.


    Spoiler: Notes:
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    • Kaya is a ghost-assassin - that is, an assassin of ghosts. Karn calls this confusion out in the books, hence why I called the class Ghost Slayer, which also ties the subclass loosely to the Monster Slayer Ranger. Thankfully, in 5e both Zombies and Ghosts are considered Undead, so a Ghost Slayer Rogue isn't just locked into just fighting floating sheets.
    • Geisterdolchen is just Google-translated-German for "Ghost Daggers". I'd love a better name, but that's the crux of what this subclass needs, as most of the Ghosty characters have resistance to nonmagic weapons. Otherwise, it's the Eldritch Knight's Weapon Bond, with the ability to summon multiple light weapons, which would also enable a throwing build.
    • Ghost Assassin both makes it easier for her to hunt ghosts, and the alternate Sneak attack encourages her to get into the fray, alongside setting up the connections to her later abilities.
    • Incorporeal Dodge is a blend of Uncanny Dodge and Blink, using the Armor of Hexes mechanic from Hexblade Warlock.
    • Ghostform is basically a Ranger's Ethereal Step, but with the ability for her to recall it herself, if you're fighting something that also goes into the ethereal plane (like... a ghost).
    • Incorporeal Movement steals the Drunken Master Monk's "This other Action is also disengage" mechanic, which sets her up to ghost-dash through walls and people, fishing for AOOs, setting the Ghost Slayer up for free Sneak attacks when they inevitably miss.



    Let me know what you think!

    Spoiler: Other M:tG Inspired Homebrew
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    Last edited by Vogie; 2019-05-23 at 08:59 AM.
    Always looking for critique of my 5E homebrew!


    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

  2. - Top - End - #2
    Dwarf in the Playground
     
    sleepyhead's Avatar

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    Default Re: Ghost Slayer Roguish Archetype - Based on M:tG's Kaya PEACH

    Okay so first of all this is really cool. I have fairly little criticism, but it's some


    Spoiler: Thoughts
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    Incorporeal Dodge
    Spoiler
    Show
    Starting at level 9, you can dive through the Ethereal Plane instinctively. When you use your Evasion or Uncanny Dodge features, roll a 6-sided die. On a roll of 4 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane. At the start of your next turn, you return to an unoccupied space of your choice within 10 feet of the space you vanished from, similar to the Blink spell.

    This adds a significant bonus to the rogue- allowing it to be immune to all damage sources for significant amount of time. Is this meant to allow you to keep in peoples faces? It surly helps with flanking and getting around people but doesn't really help you get all of those new sneak attack possibilities (from ghost assassin) if everyone is unable to even make an attack on you.

    Ghostform
    Spoiler
    Show
    At 13th level, you learn to step through the Ethereal Plane purposefully. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot (if you have any), but the spell ends at the end of the current turn.
    You regain a use of this feature whenever you successfully land a sneak attack or finish a long rest.


    Not a very useful sense after casting Etherealness your dropped back to the location you used it. Only use is to poke your head into the next room or the ceiling.

    Incorporeal Movement
    Spoiler
    Show
    At 17th level, whenever you take a Dash action, all attacks of opportunity made against you have disadvantage and you can move through other creatures and objects as if they were difficult terrain. You take 5d10 force damage if you end your turn inside an object.

    Highly powerful feature, now you can pass through all walls, no lock nor door shall stop you from getting anywhere & everywhere you want.
    Last edited by sleepyhead; 2019-05-22 at 02:44 PM.
    My limited homebrew experience
    oh hey didn't see you there

  3. - Top - End - #3
    Ogre in the Playground
     
    NinjaGuy

    Join Date
    Jul 2013

    Default Re: Ghost Slayer Roguish Archetype - Based on M:tG's Kaya PEACH

    Quote Originally Posted by thisdude901 View Post
    Incorporeal Dodge
    This adds a significant bonus to the rogue- allowing it to be immune to all damage sources for significant amount of time. Is this meant to allow you to keep in peoples faces? It surly helps with flanking and getting around people but doesn't really help you get all of those new sneak attack possibilities (from ghost assassin) if everyone is unable to even make an attack on you.
    That's a good point - The whole idea of this feature was to keep you from not dying, while staying largely in range. I've updated the wording to ONLY trigger on Uncanny dodge, and explicitly call out that phasing out creates a miss (which triggers Ghost Assassin)

    Quote Originally Posted by thisdude901 View Post
    Ghostform
    Not a very useful sense after casting Etherealness your dropped back to the location you used it. Only use is to poke your head into the next room or the ceiling.
    It's quite useful when you're hunting things like ghosts that can switch over to the Ethereal plane to avoid damage.

    As for the rest of your note, I believe this is a misreading of the text of Etherealness (link to OpenSRD). It states "When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy" which means that you:
    1. Shift into the ethereal plane
    2. Move however you want, within the speed modification rules
    3. Shift back into the material plane at the corresponding point to where you were in the Ethereal Plane
    It's not like Astral Projection, where your body hangs out in one spot while your spirit travels

    Quote Originally Posted by thisdude901 View Post
    Incorporeal Movement
    Highly powerful feature, now you can pass through all walls, no lock nor door shall stop you from getting anywhere & everywhere you want.
    That's fair, but also on-brand for a ghost themed rogue. I edited it and nerfed it down to use the same well-known constraints as Detect Evil & Good while dashing using this feature. However, a Ghost slayer could expend their Ghostform first to blitz through any normally impenetrable areas.
    Last edited by Vogie; 2019-05-23 at 08:58 AM.
    Always looking for critique of my 5E homebrew!


    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.

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