Steady Aim:
Steady Aim is an extra Rogue class feature as an optional rule in Tasha’s Cauldron of Everything. It allows the Rogue to spend a bonus action to give themselves advantage on an attack roll, so long as they stay still.
Implementation: as above
Rogue subclass: SoulKnife
At level 3, you gain a pool of psionic dice called Psionic Energy.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can
help: if you fail an ability check using a skill or tool with which you
have proficiency, you can roll one Psionic Energy die and add the number
rolled to the check, potentially turning failure into success. You
expend the die only if the roll succeeds.
Implementation: You use 1 Psionic Energy die and get +1d6 for one minute for ability checks.
Psychic Whispers.As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no
action required), you and the other creature must be within 1 mile of each other.
Implementation: not implemented. Maybe comprehend all verbal languages?
Psychic Blades: Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you
used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
Implementation:you summon a dagger that does psychic dmg, after and attack you can
make a bonus attack, you also have a throw (projectile) option. It disappears after one round.
Soul Blades Starting at 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
Implementation: get a reaction to use your psi dice to increase hit chance.
Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Implementation: unlocks a new icon, you throw the blade and teleport to that location.
Psychic Veil At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Implementation: per above. After you use the free version the psi cost version is unlocked.
Rend Mind When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again
Implementation: you get two new icons to make an attack, waiting for attack was bugging. Dont be worried if it appears..just use when you wish to.
Rogue subclass: Phantom
Whispers of the Dead: When you choose this archetype at 3rd level, echoes of
those who have died cling to you. Whenever you finish a short or long
rest, you can gain one skill or tool proficiency of your choice, as a
ghostly presence shares its knowledge with you. You lose this
proficiency when you use this feature to choose a different proficiency
that you lack.
Implementation: you can select one skill from all available skills and gain +2 proficiency until a short rest.
Wails from the Grave:At 3rd level, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice
for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Implementation: per above.
Tokens of the Departed At 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.
Implementation: full release remove the script i was using to remove the token, so save them up if you wish. You can summon a token up to your proficiency bonus per LR. NOTE: there is no maximum tokens.
You can use soul trinkets in the following ways:
- While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
- Implementation: per above
- When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
- Implementation: you can "use" the token unlocking an option to add Wails of Grave resource.
- As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
- Implementation: you can "use" a token to unlock speak with the dead.
Ghost Walk At 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.
Implementation: you can not walk through people, but attacks rolls have disadvantage again you.
Death Knell At 17th level, your association with death has become so close that you gain the following benefits:
- When you use your Wails from the Grave, you can now deal the necrotic damage to both the first and the second creature.
- At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.
- Implementation: it just checks if you meet the requirement for sneak attack. You unlock two icons. One can only be used on the original target...the other only on another target in range.
Rogue subclass Assassin:
Impostor At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Implementation: advantage on deception skill checks.
Death Strike Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Implementation: You unlcock spell usable on surprised enemies that makes them vulnerable for the next attack.
Inquisitive Subclass:
Ear for Deceit:When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Implementation: minimum roll of 8 on any Insight check.
Eye for Detail: You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an
Intelligence (Investigation) check to uncover or decipher clues.
Implementation: minimum roll of 8 of any Perception or Investigation checks.
Insightful Fighting:As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Implementation: successful insight vs deception check the enemy is vulnerable to sneak attacks, lasts for 1 minute.
Steady Eye At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Implementation: movement speed doesnt matter, you get advantage on perception and investigations checks.
Unerring Eye At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Implementation: not implemented, not sure how to implement
Eye for Weakness At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Implementation: per above.
Mastermind Subclass:
Master of Intrigue: When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of
a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided
that you know the language.
Implementation: you can use disguise self spell.
Master of Tactics: You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a
creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Implementation: added normal help that has a range of 9 metres, plus help to give advantage to attack a creature and gives advantage for skill checks for 6 seconds. All at 9 metres and both as an action or as a bonus action.
Insightful Manipulator Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Class levels (if any)
Implementation: not implemented.
Misdirection Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Implementation: unable to implement per 5e. When an enemy attacks the rogue with a melee attack they gain a status giving disadvantage on all attacks rolls for 2 turn or until they attack again.
Soul of Deceit Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Implementation: you gain proficiency and expertise in the decpeption skill. You are immune to being Charmed or having your thought read. You can toggle this off and on.
Scout Subclass:
Skirmisher: you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its
turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Implementation: if there is an enemy in melee you can move at half speed avoiding all AOO.
Survivalist: When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Implementation: you gain expertise with nature and survival skills.
Superior Mobility At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Implementation: you gain walking speed of 3 metres.
Ambush Master Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Implementation: you gain +4 to initiative rolls. Rest per above.
Sudden Strike Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Implementation: per above.
Swashbuckler Subclass:
Fancy Footwork: you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Implementation: if you use melee attack action you gain immunity to AOO
Rakish Audacity: your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma
modifier.
Implementation: you get CHAMod+1 bonus to initiative.
You don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll.
Implementation: per above.
Panache At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Implementation: you get two spells, one for non hostile creatures and one for hostile creature, as per above, but does not check for common languages.
Elegant Maneuver Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Implementation: you get a spell that give advantage on acrobatics and atheletcs checks.
Master Duelist Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Implementation: per above
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