Hundred Faced
You adhere to an ancient art, through which you can split
your body and mind into several selves. While your other
selves are fragile due to being a fragment formed from you,
they're able to scout ahead and assassinate your enemies.
A Hundred Faced can turn a fair fight into a fatal ambush.
Acceleration. The duplicate has doubled walking speed.
Aviation. The duplicate has a flying speed of 30 feet.
Duration. The duplicate lasts for 8 hours instead of 1 hour.
Expansion. The duplicate is Large and has advantage on Strength checks and Strength saving throws.
Explosion. If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and explode, each creature within 10 feet of it takes 4d6 fire damage.
Salvation. If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and gain temporary hit points equal to the amount lost.
Suppression. The duplicate is invisible until it attacks or until its concentration ends.
Teleportation. If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and teleport to where it was. Once a duplicate gains a feature, you can't create a duplicate with that feature until that duplicate vanishes.
Mind of a Hundred
Starting at 3rd level, every talent in the world can be found within your mind. You gain proficiency in one tool of your choice. Whenever you finish a short or long rest, you can replace that tool proficiency with another tool proficiency. At 9th level, your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.Body of a Hundred
Starting at 3rd level, you can split yourself into several. As an action, you can create a duplicate of yourself that lasts for 1 hour. It uses all of your statistics, except that it has a hit point maximum of 1, no temporary hit points, no ongoing effects such as spells, and 0 uses of any feature regained on a short or long rest. When the duration ends or it dies, it vanishes. The duplicate obeys your commands. It takes its turn on your initiative, though it doesn't take an action unless you command it to, and it doesn't take bonus actions or reactions. On your turn, you can verbally command the duplicate where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, Help, Hide, or Use an Object action. The duplicate is equipped with a copy of any armor you wear and any weapon or shield you wield when you create it, except that they have 0 charges and 0 uses of any property regained at a time of day. The copied equipment can't be thrown, disarmed, or dropped, and the duplicate can't use equipment except copied equipment and given ammunition. The duplicate can't take any rests. If you are incapacitated or absent, it can't act. If a creature provokes an opportunity attack from it, you can use your reaction to have it make one. You can create a duplicate a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.Soul of a Hundred
At 9th level, you manifest your will through your other selves, regardless of distance. You can communicate telepathically with your duplicate and perceive through your duplicate’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your duplicate’s senses, you can speak through your duplicate in your own voice, and you can command it to act even if you're absent.Inheritance of One
At 13th level, your other selves have surpassed you in their own way, they can be called your peers. When you create a duplicate, it has a hit point maximum equal to your rogue level and gains one of the following features of your choice.Acceleration. The duplicate has doubled walking speed.
Aviation. The duplicate has a flying speed of 30 feet.
Duration. The duplicate lasts for 8 hours instead of 1 hour.
Expansion. The duplicate is Large and has advantage on Strength checks and Strength saving throws.
Explosion. If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and explode, each creature within 10 feet of it takes 4d6 fire damage.
Salvation. If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and gain temporary hit points equal to the amount lost.
Suppression. The duplicate is invisible until it attacks or until its concentration ends.
Teleportation. If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and teleport to where it was. Once a duplicate gains a feature, you can't create a duplicate with that feature until that duplicate vanishes.
Comments