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Ripper


Hit Points

Hit Dice: d8 per Ripper level
Hit Points at first Level: 8+con mod
Hit Points at Higher Levels: 5+con mod or d8 +con mod

Proficiences

Armor: light armor
Weapons: simple and martial weapons
Tools: thieves tools
Saving Throws: Dexterity and Wisdom
Skills: pick 4 from the following   perception, insight, stealth, deception, persuasion, acrobatics, performance, survival, investigation

Overview & Creation

the ripper is a class that functions best if you learn your enemy before engaging them   a man is walking through an alleyway, and he feels as though someone is watching him. the man shrugs off the feeling thinking its just his imagination, but thats the wrong move. seconds later the man lies dead guts strewn across the floor and the culprit nowhere to be found


Class Features

Level Ability
1 Study, Expertise
2 Scratching the Surface
3 Subclass
4 Feat or ability score improvement
5 Lasting Wounds, Multi Attack
6 Evasion
7 Deeper Cuts
8 Feat or ability score improvement
9 Infused Strikes
10 Subclass Feature
11 Hunters Gambit
12 Feat or ability score improvement
13 Cunning
14
15 Subclass Feature
16 Feat or ability score improvement
17 Piercing Strike
18 Lucky Save
19 Deadly Critical
20 Feat or ability score improvement, Improved Critical

Study -

starting at level 1, while out of combat you can study a creature and look for it patterns, weaknesses, strengths, level, etc. when you use this ability make an insight against their deception, if you succeed you can ask the GM to tell you one of the before mentioned stats for the creature you are observing. (if you succeed the GM has to tell you at least one thing) using this feature takes 1 minute  

Expertise -

starting at level 1, you can pick 2 skills you are proficient in, and gain expertise in them (expertise adds your prof bonus twice)  

Scratching the Surface -

starting at level 2, when you hit a creature with a melee attack, you can reduce the damage you deal in multiples of 10 (10, 20, 30, ...) (after you see the damage) and reduce the enemies AC by 3 for each 10 of the amount reduced from the damage, these changes in AC last for 1 min if natural armor, or until the armor is repaired if worn armor. (a creature can only be effected by one instance of this ability at a time) and this AC change only effects the ripper    

Subclass -

  starting at level 3, you select your subclass  

Lasting Wounds -

starting at level 5, your attacks leave wounds that make the enemy bleed, when you attack an enemy, they make a Con save DC = 8+prof+dex or str mod. (if you previously used your study feature on the creature they have disadvantage on the initial save). a creature effected by this takes a number of d4s equal to half your prof (rounded up), until they are either healed or until they succeed the save (they can repeat the save at the end of each of their turns)  

Multi-Attack -

starting at level 5, when you take the attack action you can attack a second time as a part of that action  

Evasion -

starting at level 6, when you would make a dex save, if you succeed you take no damage, and if you fail you only take half.  

Deeper Cuts -

starting at level 7, your cuts hit enemies deeper, your weapon attacks (that are bludgeoning, piercing, or slashing) treat resistance and immunity as one level lower  

Infused Strikes -

starting at level 9, when you hit with an attack you can decide to add an extra d6 damage type that have different effects from the following list. (if a creature is immune to the damage type, they are immune to the additional effects) you can use this ability a number of times per long rest equal to your prof bonus
Necrotic the damage dealt cant be healed (adds a d6 necrotic)
Cold reduces targets movement by 10ft for 1 min (adds a d6 cold)
Force target gets pushed back 10ft after taking damage (adds d6 force)
Fire target takes an additional d6 fire at the start of each of its turns for 1 minute (adds d6 fire)

Hunters Gambit -

starting at level 11, when you make an attack you can reduce your accuracy in multiples of 1, to increase the damage dealt by the attack, by 2 for each accuracy reduced (you must use this ability before you roll the accuracy) (this ability cannot make your accuracy modifier negative (Min +0)). you can also remove your damage modifier from your damage roll to add half (rounded up) of it to the accuracy (you can use this after rolling the accuracy) (YOU CANNOT USE THIS WITH NATURAL 20s)  

Cunning -

starting at level 13, you can add your intelligence mod to one save of your choice, and you can pick one skill that you know and it also adds your intelligence mod to it when you roll for it (examples include, persuasion, athletics, slight of hand, etc)

Piercing Strike -

starting at level 17, when you attack you can remove your targets immunities and resistances for 1 round, you can do this a number of times per rest equal to your prof bonus    

Lucky Save -

  starting at level 18, you can add half your prof rounded up to all saves, that you arent proficient with  

Deadly Critical -

starting at level 19, when you hit with a critical you can add an extra 6d6 to the damage  

Improved Critical -

starting at level 20, when you roll an 18 or higher on the d20 for accuracy they are counted as a critical strike.


Starting Equipment

a martial weapon of choice   2 simple weapons   leather armor   a dagger   burglars pack


Subclass Options

Sentinel -

starting when you take this subclass, you can select an area no larger than 120ft radius (an example of what this could be is a house and the land on it, a small group of houses, the entrance to a cave, or some area in a city) once youve selected the area it cannot be moved or changed. you automatically know when someone or thing of the size small or larger enters the area. you also know stuff about all creatures inside the barrier such as size, location, type, and alignment. if you know the creature on a personal level, you know their name. a creature that is immune to magic such as scrying or detect evil and good is uneffected by this ability. on top of this you have a metaphorical map in your head that is of the exact area, you know every passage and every physical feature of the area. unless it is concealed by magical means  

Your Domain -

starting at level 10, you have advantage to hit all creatures inside of your sentinel zone. and they have disadvantage on saving throws against you.  

Keeper -

starting at level 15, you can have a second sentinel zone, or chose to double the range of your current one. also, all doors and entrances inside of your sentinel circle automatically have a 5th level arcane lock cast on them (as if it were cast by you)

Stalker -

starting when you take this subclass, when you would miss a sneak attack you can chose for it to use the minimum amount needed for it to hit instead, you can use this a number of times equal to your prof bonus per long rest. also, while you are stealthed and watching someone, you can make an insight check (against their deception), to find out one thing about the persons personal life of the DMs choice (such as number of family members, marital status, level, house location, etc)  

Night Hunter -

starting at level 10, when you would roll for stealth at night time, or in dim light or darker, you can chose to take a 15 plus your bonuses. also, during the night, or when in dim light or darker, when sneak attacking, if an attack hits, and a creature is unaware of your location it is counted as a critical hit (a creature that cant be surprised, or has true sight is unaffected by this)  

6th Sense -

starting at level 15, you gain 60ft of darkvision, this darkvision can see through magical darkness as though it were bright light, and normal darkness as if it were dim light. you also gain 30ft of tremor sense. you can also no longer be surprised while conscience. as a bonus action, you can share these senses with one creature that you are touching, for as long as you are touching them.

Affable -

starting when you take this subclass, you gain proficiency with all charisma skills if you dont already have proficiency in them. and creatures that arent actively attacking you when you attempt to deceive, persuade, or intimidate have disadvantage on the insight check against it. you also learn the cantrip friends, and can cast it at will, creatures that you are not fighting with you when you cast it have disadvantage on the save against it.  

Charismatic Host -

starting at level 10, when a creature would engage you in combat, before you attack them, they must make an insight against your charisma (deception, persuasion, or intimidation, players choice), if they fail the check they are stunned for 1 round or must lose the attack (a creature stunned by this ability automatically goes last in the initiative if engaged in combat while stunned)  

Speech Expert -

starting at level 15, your words become extra eloquent, once per long rest, you can cast dominate beast, dominate person, power word stun, or power word pain. without material components


Created by

Spectre0458.

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