Waxwork Rogue

Subclase de Rogue

Obojima: Tales from the Tall Grass p. 145 (Third Party)

Nivel
3

Descripción

Waxwork rogues have a long history on the island of Obojima in dealing with the dangerous and the arcane. They're known for having an array of tools and tricks to delve into the most perilous of places and almost always coming back with treasures and tales. To a Waxwork rogue, any challenge or danger can be solved with a bit of wax, a pinch of smarts, and a whole lot of magic.

In the Beginning: The Courier Brigade was created to carry packages between villages as well as guard merchant wagons through treacherous areas. But there are some areas on Obojima that are rife with the arcane, spirit dangers, and uncanny occurrences. Legend says that it was Lydia Starwright, Courier Brigade First Class, who, against all advice, sought out the aid of a powerful witch who was rumored to live within a hut of melted wax deep within the Land of Hot Water. It was there in that melted hut where the witch taught Lydia the arcane practices known only to certain spirits of the island, the ability to enchant wax and fire in wondrous ways. It was this knowledge that transformed Lydi into the first Waxwork Rogue. Lydia brought back this knowledge to the Courier Brigade, and formed the Waxworks Division, a dedicated group of arcane rogues who would volunteer for the most perilous assignments and deliveries of the Courier Brigade. In the present day, Waxwork rogues have transcended the ranks of the Courier Brigade, and their skill sets are practiced across the island.

Rasgos

Conjure Flame Nivel 3

At 3rd level, you learn the Dancing Lights cantrip (the lights appear as floating candles) and the Produce Flame cantrip.

Wax Enchantments Nivel 3

When you choose this archetype at 3rd level, you learn wax enchantments, which are fueled by your ability to pull and manipulate magic from the Spirit Realm. These are represented by a number of wick points.

Enchantments. You learn three enchantments of your choice, which are detailed under the Waxwork Rogue Enchantments spell list. You learn two additional enchantments of your choice at 5th, 10th, and 15th level. Each time you learn new enchantments, you can also replace one enchantment you know with a different one.

Saving Throws. Some of your enchantments require creatures to make a saving throw to resist the enchantment's effects. The saving throw DC is calculated as follows:

Enchantment save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier (your choice)

Wick Points. You have 3 wick points, which represent your current ability to harness the magic from the Spirit Realm. Manipulating the magic from another realm and pulling its energy into an object, even one as small and simple as a candle, can be both physically and mentally taxing. When you spend a wick point, it is unavailable until you finish a short or long rest, at the end of which you regain all of your expended wick points. Whenever you gain a level in this class, you gain 1 additional wick point.

Burn Cycle Nivel 9

Starting at 9th level, you can ignite your weapons in a flash of hot white flames when you successfully catch an enemy off guard. When you deal Sneak Attack damage on your turn, you can spend wick points to deal extra fire damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for each wick point spent, to a maximum of 4d6.

Advanced Enchantments Nivel 13

When you reach 13th level, some of your enchantments become more potent. You now use the alternate enchantments features found below. If you have yet to learn any of the following enchantments, you may learn one as part of this feature.

Blooming Light. Starting at 13th level, the effects of blooming light lasts for 8 hours.

Burning Delay. Starting at 13th level, you can delay the effects of your candle enchantments by 1 round, 3 rounds, 1 minute, 10 minutes, or 1 hour.

Candle Pop. Starting at 13th level, candle pop affects the target and each creature within 5 feet of it.

Delicacy. Starting at 13th level, the creature regains 1d12 hit points, instead of 1d6, and you can have up to 4 candles with this enchantment at a time.

Maker's Mark. Starting at 13th level, maker's mark has no limit to the number of times you can use it per turn.

Shielding Seal. Starting at 13th level, you can have up to three shielding seals active at a time, instead of one.

Waxlings. Starting at 13th level, you can spend 3 wicks points as an action, instead of 2, to summon two waxlings simultaneously.

Spirit Flame Nivel 17

At 17th level, you learn to craft a specialty candle made of pink wax. As a bonus action, you can ignite this candle, which burns for 1 minute. As long as the burning candle is on your person, you gain the following benefits:

  • The wick point cost of your enchantments is reduced by 1.
  • You have immunity to fire damage.
  • Spirits have disadvantage on attack rolls against you.

If you fall prone while the burning candle is on your person, you must succeed on a DC 15 Dexterity saving throw or the candle is extinguished early. Once you use this feature, you can't use it again until you finish a long rest.