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Diminutor

All rogues enjoy moving unnoticed, but your skills are always served best when you can operate underneath the noses of those around you. Literally. As a diminutor, you can tap into strange powers that allow you to shrink your very physical form to one small enough to pass by undetected, or take advantage of an opponents confusion and inability to properly defend against you. Able to slip past security some would think impenetrable, or cause havoc in a fight as an almost impossible to track blur of pint-sized death, diminutors are often spoken of as amusing ghost stories in underground circles.  

Miniaturize

Beginning at 3rd level, as a bonus action you can compact your form and everything you are wearing and carrying into a much smaller space, shrinking down to around 1 foot tall. For 10 minutes, or until you choose to return to normal size (no action required), your size becomes Tiny, and you gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are at least two sizes smaller than it, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.   Additionally, while you are shrunk and aren't incapacitated, you can't be grappled by creatures at least two sizes larger than you.   Once you use this feature, you can't use it again until you complete a short or long rest.

Impossible Target

At 9th level, you've learned to minimize the openings you leave to creatures of greater size than you. You don't provoke opportunity attacks from creatures that are at least two sizes larger than you.

Momentarily Miniscule

At 13th level, when you use your Miniaturize feature, you can choose to only tap into your shrinking power for but a moment. When you do so, you return to normal size at the end of the current turn, and you don't need to complete a short or long rest to use your Miniaturize feature again after using it in this way.

The Bigger They Are

At 17th level, when you hit a creature at least two sizes larger than you with a melee weapon attack, you can choose to move into its space and cling to its body. While in its space, you have advantage on attack rolls against the creature, and the creature has disadvantage on attack rolls made against you. You can move around within the creature's space as if it was difficult terrain, and the creature can use its action to attempt to remove you by making a Strength (Athletics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check.   Additionally, when you use your Uncanny Dodge whilst clinging to a creature in this way, the creature takes an amount of damage equal to half of the attack's damage.

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