Rogue . • You don’t need to eat, drink, or breathe. Out of the three, gaining proficiency in a saving throw is obviously the best in almost every situation. These include: healing, granting advantage on a roll, Interview With the Vampire Shows the Strengths and Weaknesses of Adaptation, Five Ways to Build Your Storytelling Muscles. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with “yes,” “no,” or “unknown.” The entity answers truthfully, using the knowledge of all those who have died. View and manage file attachments for this page. I mostly see this as an, You have advantage on saving throws against disease and. Whatever force brought you back, you now know the truth about yourself: that you are one of death’s representatives among the living. You just have to have an imagination and the DM throw you some pools and so on that you might be able to turn into tactical advantage. In this state, you remain semiconscious, and you can hear as normal. This new ability reflects that. You’ve had a soul-shaking realization: you’ve been dead before, yet somehow you are alive again. Your patronage allows us to do what we love. Not having to eat, drink, or breathe is either completely useless of very good depending on if the GM wants to make, As the main feature at this level, I like what this ability is trying to do, but I think the way it is currently worded is clunky and promotes awkward play patterns. Check out how this page has evolved in the past. Through great cunning or some dark bargain, they have made their way back from the brink into the world of the living. You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. The party could repeatedly beat the rogue down, let them, What a disappointing capstone ability. “All those who have died” covers a lot of ground, making the powers of death almost omniscient. This essentially adds the spell Misty Step* to the options the rogue can take using Cunning Action. These include: healing, granting advantage on a roll,* asking the soul a question, or scrying a place the soul saw in life. When the spell ends, you gain one random benefit from the Revived Capabilities table. Genie … I was a stout Deep Dwarf with a 20 STR and 18 CON. This could be repeated an almost unlimited number of times. This new ability combines elements of the original with pieces of Connect with the Dead. Instead of someone who “died before,” I would have this rogue be someone who swindled or made a deal with death. This Is Playtest Content The material in this article is presented for playtesting and to spark your imagination. You gain one skill or tool proficiency of your choice. , and you have resistance to poison damage. Revived Rogue Archetype. And I walked to around the harbour until I found something to climb to the dock level and then went to rejoin the fray. Speaking of random bonuses, those also have a problem. The class-based not breathing would have worked here too. However, doing so would leave them gone forever, outside the reach of even Wish. Fantasy & Science Fiction for Storytellers. You can create a link with a spirit through their corpse. 2) I can stay underwater to dodge a foe chasing me or to sneak up on one. After you cast the spell with this feature, you can’t do so again until you finish a short or long rest. But I didn’t. General Wikidot.com documentation and help section. Intelligence is your spellcasting ability for this spell. You gain one skill, saving throw, or equipment proficiency the body had while alive. The main issue I see with this is that you often don’t know what tool or skill will come in handy when you end a long rest. The first feature is fine, since advantage on death saving throws is useful, if not particularly powerful, and it lines up with the subclass’s flavor. This would allow the rogue to fire off a bolt before attempting to hide. Speaking with the dead in this way temporarily gives you a capability from a past life—you’re unsure whether it’s from your past or the spirit’s. When you do so, you cast the Speak with Dead spell, without using a spell slot or material components. This is good, as it feels really bad when the rogue misses and does absolutely nothing in a round. Personally, I’ve never seen that happen, so I would err on the side of “useless.” The ability to skip sleep during long rests is nice, as it lets you avoid bookkeeping over who takes which watch. In a fictional game scenario, of course. Treat your friends to an evening of dark ritual murder. Uncover your lost memories and save the day in our stand-alone game, The Voyage. Even when you’re under water the game is incredibly generous. What about people who die and are resurrected? When the spell ends, you gain one random benefit from the Revived Capabilities table. Thankfully, there are two more benefits found at this level. When you do so, you cast the. This feature should be a second chance at Sneak Attack, not something the rogue needs to consider when planning out their optimal damage strategies. 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