Rogue - The Lurker Below, A deadly oceanic subclass for D&D 5e.

The Depths Have Called for Your Death


Hunt down your foes!

This rogue subclass for DnD 5e has some very fun abilities which allow you to become an absolute terror underwater.

Sink in the depths, emerge to strike and kill, and chase down your foes until they stop moving.

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THE LURKER BELOW


Death is, for the most part, final. But for those who die on the Evermist Waters, death is only a test of their will. Those vengful enough, vile enough, they are the ones who pass the test, returning with the blessing of whatever reats at the bottom of the ocean. And in their new forms, as Lurkers from Below, they are spirits of brutality, enacting the will of the Depths onto those unfortunate enough to stand in their way.


Reborn from the Depths


Starting at 3rd level, you no longer require to eat or drink, as your body is merely a drowned husk. You also gain a swimming speed equal to your walking speed.


Drowned Man's List


Also at 3rd level, you gain access to your Drowned Man's List, which manifests in any way you want it to. It can appear as a soaked book, or be a simple mental note. As a bonus action, you can choose a creature you can see and write them down on your list. When a creature is part of your list, you get additional ways to use your Sneak attack against that target; 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 and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. You can only have one creature on your list at a time, once they reach 0 hit points, they are erased from the list (no action required). At the end of a long rest, you may choose to wipe the list clean.


In addition, at the start of your turn, if a creature marked on your list has moved on its latest turn and is within 30 feet of you, you may teleport to an empty space within 5 feet of it as a bonus action. You may teleport in this way only once per creature.

Lurker's March


Due to your vital connection to the waters, they embrace you and allow you to hide amongst the tides. Starting at 9th level, whenever you submerge yourself in water, or are under heavy rain, you may use a bonus action to become invisible until you move or take an action or a reaction .


In addition, after teleporting via your Drowned Man's List feature, you become invisible until the start of your next turn.


Hook, Line & Skewer


From the 13th level, you can summon a spectral skewer, using it to reel in your next catch. As an action on your turn, you can choose to manifest a bone (or steel, or other material) skewer and aim it at a creature within 90 feet. Make a ranged attack roll against the target creature. If you hit, you deal 3d6 + your Sneak Attack magical piercing damage and you may reel the creature in up to 30 feet in a straight line towards you. If you are submerged while using this feature, you may reel the creature up to 90 feet instead.


You may use this feature a number of times equal to your Proficiency Bonus per long rest.


Sleep With The Fishes


Starting at 17th level, you can turn the lurking forces that doomed you against your enemies. As a bonus action, you can form an aquatic sphere around you. For the next minute, the area in a 15-foot radius centered on you becomes submerged by water and you and each creature within it are considered submerged. While using this feature, you can grant a 30 feet swim speed to any creature of your choice within the area. Additionally, all creatures you choose that start their turn within the area are added to your Drowned Man's List, ignoring its limit. Once you’ve used this ability, you can’t use it again until you complete a short or long rest.


If you are using this ability while underwater, the area is considered heavily obscured instead, as waters darken. You can see through it, as well as any other creature of your choice within the radius.


GM NOTE:


As per the flavor text, lurkers usually come back from the dead, and tends towards evil. If your campaign starts at level 1, you could say that the powers stay latent for a short while before manifesting when the time as come. If your players want to play a good aligned lurker (Good aligned rogue, what has the world come to) you could say that whatever gave them back life was benevolent and not filled with nefarious intentions. An alternative is also to say that the rogue stole their power from a creature, in the form of a precious jewel or dagger perhaps.




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