Remove these ads. Join the Worldbuilders Guild

Chromatic Order Operative (Rogue Subclass 5e D&D)


Hit Points

Hit Dice: d8 per Chromatic Order Operative (Rogue Subclass 5e D&D) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Wild-Fire Isle The barren wasteland of Wild-Fire Isle is both harsh, unforgiving, and deadly, even to those who call it their home. There are two points of civilization on The wild Fire Isle. The large Sky City of Betherielle: a large metallic city that shines like a beacon in the night sky, a large industrial complex of tunnels, tubes, and chimneys - and Cialmader: a black stone city covered with gothic spikes and everlasting Dragonfire. Both controlled by chromatic and metallic Dragonborn with an iron fist. Outside the normal means of a political structure in these cities, there are two intelligence organizations that play key roles in controlling the populous.   The Order As an operative, you have been in intense training from a very young age. Most operatives are taken from their homes at the age of 3-4 and begin extreme training in subjects such as maths, physics, social and political science, theatre, combat, and covert operations. Until the age of 19, you are kept from most of the outside public to focus fully on your education. You are also heavily trained in torture techniques, how to interrogate, and how to kill. Before you are allowed to leave the academy you are implanted with an experimental magical glyph on your brain. This glyph does several things the older and more experienced you become.


Class Features

Level 3: Magical Glyph Implant -As a member of the Chromatic Order, you are implanted with a glyph that imbues your brain with magic. The more you use the glyph and the longer you have it the more it becomes a part of you. The glyph has the ability to release magical surges into your brain, making your mind your deadliest weapon. Starting at 3rd level you gain a pool of mind surges that can help you in battle. When making an attack roll on your turn you can give yourself advantage on the attack roll, even if you have disadvantage and they would normally cancel each other out. you can do this a number of times equal to your Intelligence modifier + half your proficiency bonus (minimum of 1). You regain this pool on a long rest. -The glyph affects your ability to feel pain and fear. The glyph releases magical pulses that are designed to limit your emotional spectrum. You are immune to being frightened.   level 9: Mind Bank -starting at 9th level after a short rest you can gain knowledge about a certain profession. You gain proficiency in a toolset that is used in the profession, a skill that is used in the profession, and advantage on charisma checks to act like this profession and intelligence checks to recall information about the profession. You lose this bonus when you select a new profession.   Level 13: Expect the Unexpected -Starting at 13th level the glyph activates in times of extreme stress, it suppresses this feeling keeping you calm and calculated. You can add your proficiency bonus to initiative rolls. -When combat starts you can expend a point of your mind surge pool and choose to take your first turn right after the first person in the initiative order has done their turn instead of when you would normally go. You can only do this on the first round of combat.   Level 17: Coordinated Termination -Starting at 17th level the glyph has become more than just a magical implant, it has become a part of your brain structure. It affects everything from your reaction time, your memory, your emotion. You have become an expert at coordination and calculation. After missing a creature with an attack roll you can immediately expend a mind surge to make another attack against the creature. This attack gains advantage as described in the Magical Glyph Implant ability.

  • You now regain your Mind Surges on both short and long rests.

  • Created by

    KingDuckIV.

    Statblock Type

    Class Features

    Link/Embed