Author Topic: 5E Fighter and Rogue Archetypes  (Read 1009 times)

Offline bhu

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5E Fighter and Rogue Archetypes
« on: August 20, 2022, 02:08:39 AM »
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Offline bhu

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Re: 5E Fighter and Rogue Archetypes
« Reply #1 on: August 20, 2022, 02:29:53 AM »
CELESTIAL URCHIN   (Fighter)
You were born under a bright star, destined to be a Champion For Good.  And then your family was murdered, and you were thrown into the streets.  You survived by being tougher than the other street kids.  Worried they may lose you to the darkness, the Gawds sent you a holy companion to guide you on the path of peace, love and understanding.  That guide appears to be an innocent baby dinosaur (not generally known for peace, love and understanding).  In their defense, sometimes the Gawds are a little out of touch with the modern world.

EMOTIONAL SUPPORT T-REX
At 3rd Level you have been assigned a sort of guardian angel by the Gawds in the form of an adorable Emotional Support T-Rex.  As an action, you can summon your T-Rex once per long rest.

The T-Rex appears in an unoccupied space of your choice that you can see within 30 feet of you.

The T-Rex is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Emotional Support T-Rex stat block, which uses your proficiency bonus (PB) in several places. You determine the T-Rex's appearance. Some take the form of a pink, baby dinosaur, while others typify the fat birb look..

In combat, the T-Rex shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the T-Rex can take any action of its choice, not just Dodge.

The T-Rex manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the T-Rex again, or until you die.

Emotional Support T-Rex
Medium Celestial
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your fighter level
Speed: 30 ft.
Str: 16
Dex: 14
Con: 14
Int: 8
Wis: 14
Cha: 14
Damage Resistances: psychic
Condition Immunities: charmed, frightened
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak plus Celestial
Proficiency Bonus: equals your proficiency bonus
Abilities:
Sanctuary. Any creature who targets the T-Rex with an attack or a harmful spell must first make a Wisdom saving throw (Save DC is 10 plus your PB). On a failed save, the creature must choose a new target or lose the attack or spell. This ability doesn’t protect the T-Rex from area effects, such as the explosion of a fireball.  If the T-Rex makes an attack that affects an enemy creature, this effect ends for 1 Minute.
Empathic Bond. The Emotional Support T-Rex forms a bond with a person that it attempts to protect both physically and emotionally. The T-Rex can communicate feelings and intentions through a telepathic bond with their person, provided it is within 100 feet of them. While it commonly bonds with one person (you), it can bond with a number  of additional people who are friendly to you equal to your ptoficiency bonus.
Skill Proficiencies. The T-Rex gains your PB on the following skill checks: Wisdom (Insight), and Charisma (Persuasion).
Actions:
Bite. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) piercing damage.

PROTECT THE INNOCENT
Starting at 5th level, you have learned to ward off magics directed at yourself or other creatures. If you or a creature you can see within 5 feet of you is hit by an attack or effect requiring a Saving Throw, you can roll 1d4 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's Saving Throw against that attack/effect. If the Saving Throw is successful, and that would normally result in a reduced effect/damage, the benefactor of your ability instead takes no effect at all.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

ENHANCED FIGHTING STYLE
At 10th level, one Fighting Style you know becomes enhanced by divine power:

Archery: You gain Advantage on ranged attacks when attacking a hostile creature that has attacked your T-Rex or one of it's bonded creatures.

Blind-Fighting: The range of your Blindsight increases to 30 feet.

Defense: Any creature bonded to your T-Rex that is within 30 feet of you also increases their AC by +1.

Dueling: Choose one Hostile creature within 30 feet.  It has Disadvantage on attack rolls when attacking anyone but you.  During your turn, if no one has attacked you, you gain a +2 Bpnus on melee attack rolls against that creature.

Great Weapon Fighting: You gain Advantage on melee attacks when attacking a hostile creature that has attacked your T-Rex or one of it's bonded creatures with a two handed melee weapon.

Interception: The range of this Fighting Style increases to your weapons normal range if you have a ranged weapon.

Protection: When using this ability, your protected creature also gains a +1 Bonus on Saving Throws until the beginning of your next turn.

Superior Technique: Any bonded creature within 30 feet also gains a 1d6 Superiority Die once per short or long rest.  I they have no Maneuvers they can use it with, they can choose to expend the die to add it to an attack roll.

Thrown Weapon Fighting: Your thrown weapon attacks do an additional +1d4 radiant damage.  If you successfully damage your target with a thrown weapon, any creature bonded to your T-rex also does +1d4 radiant damage with any successful attacks against that target until the beginning of your next turn.

Two-Weapon Fighting: If both of your weapons hit in one round, the opponent has Disadvantage on attack rolls until the beginning of your next turn.

Unarmed Fighting:  If you score a critical hit with an Unarmed Strike the target must make a Strength Saving Throw or be Stunned for 1 round.

SELF-SACRIFICE
At 15th level, your T-Rex may temporarily sacrifice itself to save you. If the T-Rex is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

Once you use this feature, you can't use it again until you finish a long rest.

BROTHERS FOREVER
At 18th level, the bond you share with your T-Rex reaches it's ultimate potential.  Your T-Rex now uses the following statblock:

Emotional Support T-Rex
Large Celestial
Armor Class: 13 + PB (natural armor)
Hit Points: 15 + five times your fighter level
Speed: 40 ft.
Str: 19
Dex: 14
Con: 16
Int: 10
Wis: 14
Cha: 14
Damage Resistances: psychic
Condition Immunities: charmed, frightened
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak plus Celestial
Proficiency Bonus: equals your proficiency bonus
Abilities:
Sanctuary. Any creature who targets the T-Rex with an attack or a harmful spell must first make a Wisdom saving throw (Save DC is 10 plus your PB). On a failed save, the creature must choose a new target or lose the attack or spell. This ability doesn’t protect the T-Rex from area effects, such as the explosion of a fireball.  If the T-Rex makes an attack that affects an enemy creature, this effect ends for 1 Minute.
Empathic Bond. The Emotional Support T-Rex forms a bond with a person that it attempts to protect both physically and emotionally. The T-Rex can communicate feelings and intentions through a telepathic bond with their person, provided it is within 100 feet of them. While it commonly bonds with one person (you), it can bond with a number  of additional people who are friendly to you equal to your ptoficiency bonus.
Skill Proficiencies. The T-Rex gains your PB on the following skill checks: Wisdom (Insight), and Charisma (Persuasion).
Aura of Comfort.  Any time a bonded creature within 30 feet of the T-Rex must make a saving throw, the creature gains a bonus to the saving throw equal to the T-Rex's Charisma modifier (with a minimum bonus of +1).  Bonded creatures are also immune to being Frightened while in this range.
Actions:
Bite. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + PB) piercing damage.
Smite Baddie.  30 ft. Line area of effect. Hit: (2d6 + PB) radiant damage, the target can make a Dexterity Saving Throw to halve the damage (Save DC is 10 plus your PB).
Supportive Roar. The Emotional Support T-Rex can use this Action a number of times equal to its proficiency bonus. It recovers all uses after a short or long rest.  Choose one bonded creature within 30 feet to receive one of the following boosts:

Healing: The target heals (1d10+PB) hit points.

Protection: The target gains resistance to one damage type until the beginning of your next turn.

Support: The target adds +1d6 to any attack roll or ability check.

« Last Edit: September 08, 2022, 11:47:38 PM by bhu »

Offline bhu

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Re: 5E Fighter and Rogue Archetypes
« Reply #2 on: August 28, 2022, 02:35:17 AM »
INFERNAL URCHIN   (Rogue)
You were born under a not so bright star, and Hell took notice.  They also noticed when, as an orphan, you stood up for the defenseless, and decided that would not do.  So they sent a Goose to make sure you made the appropriately bad choices.  Unfortunately for you all, the Goose is fairly self centered, and only cares about the thrills to be found in petty thefts and shenanigans.  He's less a mentor, and more of a free floating trauma.

THE GOOSE
At 3rd Level you have been assigned a sort of guardian devil by Hell in the form of an obstreperous Goose.  As an action, you can summon your Goose once per Long Rest.  Even without being summoned, realize it is somewhere nearby doing bad things.  In fact, unlike other summoned beings, it doesn't return home when it's time expires.  It just wanders off till summoned again.  DM's should feel free to use the Goose's shenanigans to introduce subplots and complications.

The Goose appears in an unoccupied space of your choice that you can see within 30 feet of you.

The Goose obeys your commands, usually following the letter of them, if not the intent. See this creature's game statistics in the Goose stat block, which uses your proficiency bonus (PB) in several places.

In combat, the Goose shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Goose can take any action of its choice, not just Dodge.

The Goose manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the Goose again, or until you die.

The Goose
Small Fiend
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your rogue level
Speed: 30 ft., Swim 20 ft., Fly 40 ft.
Str: 8
Dex: 14
Con: 14
Int: 14
Wis: 14
Cha: 16
Condition Immunities: charmed, frightened, restrained
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak plus Infernal
Proficiency Bonus: equals your proficiency bonus
Abilities:
Handy. Not having opposable thumbs does not penalize the Gooses skill use in any way.  Many a Goose has rescued their 'master' from prison by picking the locks of their cell door.
Skill Proficiencies. The Goose gains proficiency with all skills you are proficient in.
Actions:
A Sudden Vicious Pecking At Knee Level. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) bludgeoning damage.
Honk!. The Goose can cast Cause Fear as a 1st Level spell once per summoning. It uses Charisma as it's casting ability.  Spell Save DC is 8 + your Proficiency Bonus + the Goose's Charisma modifier.

LET'S GET STABBITY!
Starting at 9th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.  You only get your Sneak Attack Bonus against the first target, if it is applicable.

SHENANIGANS
At 13th level, you always seem to get lucky at the right moment as the universe bends the rules for you. When a hostile creature makes an ability check, an attack roll, or a saving throw and has Advantage, you can cancel the Advantage for that roll as a Reaction.  You can use this ability a number of times equal to your Proficiency Bonus per Long Rest.

THAT DARN GOOSE AGAIN
At 17th level, the Goose achieves Ultimate Powah!  It uses the following statblock:

The Goose
Small Fiend
Armor Class: 13 + PB (natural armor)
Hit Points: 15 + five times your rogue level
Speed: 30 ft., Swim 20 ft., Fly 50 ft.
Str: 10
Dex: 14
Con: 14
Int: 14
Wis: 16
Cha: 19
Condition Immunities: charmed, frightened, restrained
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak plus Infernal
Proficiency Bonus: equals your proficiency bonus
Abilities:
Handy. Not having opposable thumbs does not penalize the Gooses skill use in any way.  Many a Goose has rescued their 'master' from prison by picking the locks of their cell door.
Skill Proficiencies. The Goose gains proficiency with all skills you are proficient in.
Actions:
A Sudden Vicious Pecking At Knee Level. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + PB) bludgeoning damage.
Honk!. The Goose can cast Cause Fear as a 5th Level spell once per summoning. It uses Charisma as it's casting ability.  Spell Save DC is 8 + your Proficiency Bonus + the Goose's Charisma modifier.
Fade Into The Background.  The Goose can cast Greater Invisibility on itself once per summoning.
Sow Chaos. As an Action, the Goose creates a distraction.  If a Saving Throw is mentioned, the Save DC is 8 + your Proficiency Bonus + the Gooses Charisma modifier.  The DM may roll a d12, or choose an inappropriate result from the following table:
   1.
   2.
   3. The crowd within 30 feet must make a Wisdom Save or be affected as if they failed a Save vs Otto's Irresistible Dance.  Things swiftly become a Bollywood dance number.
   4. A 10 foot area of your choice within 100 feet explodes, doing (2d6+PB) Fire damage in the area, and setting it on fire.
   5. A random nearby creature blurts out it's deepest, darkest secret.  Not only does it distract from the PC, but other creatures present must make a Wisdom Save or start forming an angry mob.
   6. A creature of your choice is shoved.  It must make a Strength Saving Throw or be knocked Prone or shoved 5 feet.
   7. A creature of your choice gets honked,  and must make a Constitution Saving Throw or be Deafened for 1 Minute. 
   8. The local King (or other official) reveals himself to be three raccoons in a human suit before promptly spraying the crowd with fire.
   9. A Goose bashes a creature of your choice with a weapon, doing either (2d6+PB) bludgeoning, piercing or slashing damage.
   10. Someone spiked the punch.  Anyone drinking it must make a Constitution Save a minute after they drink, or be Incapacitated for 1 Minute.
   11.
   12.
« Last Edit: September 11, 2022, 07:46:54 PM by bhu »

Offline bhu

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Re: 5E Fighter and Rogue Archetypes
« Reply #3 on: June 21, 2023, 10:55:46 PM »
TRAPSNIFFER
Tommy wasn't the best Fighter.  He was slow, out of shape, and not really a 'born killer'.  Worse, everyone thought he was crazy because he kept talking to his invisible friend 'Mr. Prickles'.  Except Mr. Prickles wasn't imaginary.  He was an Echidna of vast power, and little wisdom.  He taught Tommy the ways of the Echidna.  How to sniff out prey.  How to burrow in the ground, only leaving your prickles exposed.  How to whack potential predators with your own spine.  When Mr. Prickles left on adventure, Tommy was finally ready for adventures of his own.  Mostly because a torch bearing mob decided to chase him off seeing as he was now a were echidna who chatted with invisible creatures no one else could see.  Fortunately, they never found Tommy, and he went on to spread Mr. Prickles wisdom.  When he could get people to stop saying "AAAAAAAAHHHH!" long enough, that is.

WERE ECHIDNA
At 3rd Level, as a bonus action, you transform into a humanoid Echidna for 1 minute. You gain the following benefits while transformed:

You gain a Strength based Claw attack doing 1d10 plus Str modifier Piercing damage.  These claws do magical damage at 5th Level, and are considered to have the Light property.

You gain Quill Defense.  Any adjacent creature attacking you in melee takes 1d4 plus it's own Strength modifier Piercing damage.  Your unarmored AC now equals 10 + your Proficiency Bonus + your Constitution Modifier.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

PRICKLY PEAR
At 3rd, you learn maneuvers that are fueled by special dice called Prickle dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack or ability check in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.  Any Maneuvers that do damage do magical damage.  Maneuvers can only be done when you are transformed.

Prickle Dice. You have four Prickle dice, which are d6s. A Prickle die is expended when you use it. You regain all of your expended Prickle dice when you finish a short or long rest. You gain another Prickle die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Strength modifier.

Anchor: When making a Saving Throw to avoid being knocked Prone or moved involuntarily, you may expend one Prickle die and add it to the Saving Throw results.  You may do this after rolling the Saving Throw, but before you know whether it is successful.

Armor Piercing Claws: When you make a weapon attack roll against a creature, you can expend one Prickle die to add it to the attack roll. You do this before or after making the attack roll, but before any effects of the attack are applied.

Ball of Death: (Prerequisite: 7th Level) You roll into a ball, and roll over your enemies.  Expend 1 Prickle die as an Action, and move at least 20 feet.  You may move through creatures your own size or smaller.  Make a Strength based attack roll on creatures you pass adjacent to do 3d6 plus your Str modifier in Piercing damage.  Creatures you attempt to pass through must also make an opposed Strength (Athletics) Check.  If they fail, they fall Prone.  If they succeed, you stop in the square in front of them.  You may attempt to roll over as many opponents as your movement will allow.

Death From Below: (Prerequisite: 10th Level) To use this Maneuver, you must be at least 10 feet underground, and your opponent must not know you are there.  You expend a Prickle die as an Action, burrowing up to attack your target, who is considered surprised (giving you Advantage on the attack roll).  Make a Strength based attack roll, and if you succeed you do 6d6 plus your Str modifier Slashing damage, and your opponent must make a Strength Saving Throw or fall Prone.

Defensive Attack: If an opponent is damaged by your Quill Defense, you may expend a Prickle die and add the die roll to the damage as a Reaction. If the opponent scored a critical, add double the die result to the damage (and double the Dice from Quill Defense as well).

Follow Up: If you successfully score a critical hit, you may expend one Prickle die to make an attack with your Claws as a Bonus Action.

Gotcha: When a creature misses you with a melee attack, you can use your reaction and expend one Prickle die to make a Claw attack against the creature. If you hit, you add the Prickle die to the attack's damage roll.

Hunker Down: As a Bonus Action on your turn you may expend one Prickle die to use the Hide Action.

I'm Out: You may use a Bonus Action on your turn to expend a Prickle die to move up to your full land or Burrow speed.

Leaning Into It: (Prerequisite: 7th Level) When a creature you can see moves adjacent to you, you can use your reaction to expend one Prickle die if the creature attacks you after moving. The creature takes 3d6 plus it's own Str modifier Piercing damage.

Puff Up: You may use a Bonus Action on your turn to expend a Prickle die to gain temporary hit points equal to the die roll plus your Fighter Level.

Roll Up: You can roll up as an Action by expending a Prickle Die. Until you unroll, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to unroll, ore one of the following Maneuvers: Anchor, Ball of Death, Defensive Attack, Puff Up.

Sniff Em Out: As a Bonus Action, you may expend a Prickle die to make a Wisdom (Perception) Check to do one of the following: detect a trap or hidden person or item, or detect an Invisible being if it's within 10 feet.

Sticky Tongue: You can expend one Prickle die as an Action to attempt to snatch whatever one target within 10 feet is holding. The target must make a Strength saving throw. On a failed save, you take one item on it's person weighing no more than 10 lbs.

Tongue To The Eye: You can expend one Prickle die as a Bonus Action to attempt to blind one opponent within 10 feet.  The target must make a Constitution Saving Throw, or be Blinded until the end of your next turn.

Trapsniffer: If you have used Sniff 'Em Out to successfully find a trap, you may expend another Prickle die to gain Advantage on the roll to disarm that trap.

Tremors: (Prerequisite: 10th Level) As a Bonus Action, you can expend one Prickle die to gain Tremorsense with a range of 30 feet for 1 Minute.

Yeet Cannon: As an Action, you can expand a Prickle die to snatch up a random forest critter, and yeet it at your opponent face.  This is a ranged, Strength based attack doing 2d6+Str Bludgeoning, Piercing or Slashing damage (your choice).  Range is 20/60.

PARTIAL TRANSFORMATION
At 7th Level, you can now use your Maneuvers without being transformed, unless they reference your Claw attack or Quill Defense.

ECHIDNA POWER!
At 10th Level, while transformed you now also have the following:

A Burrow and Swim speed equal too half your land speed.

Advantage on Wisdom (Perception) Checks based on smell.

TERMITE KILLERS
At 15th Level your Claws do 2d6 damage, and score a critical on a 19-20.

RAGING ECHIDNA
At 18th when you roll initiative and have no Prickle dice remaining, you gain one extra Claw Attack when taking the Attack Action.
« Last Edit: July 03, 2023, 11:06:38 PM by bhu »