Rogue Roguish Archetype: Zabaniya
In the mystic realm of Throne of Heroes, where heroic figures throughout the human history is revered, the Old Man of the Mountain leads his troops of assassins known as the Hashashin. There have been nineteen heroic spirits who have led the troop, under the pseudonym after their precursor, all of whom are now ocassionally summoned into the Material Planes for a proxy war in search for the mystic artifact that would, when properly prepared and held in the hands of the victor of the war, would grant their heart's desire.
Zabaniya is technically a terminology for a series of techniques performed by the Hashashins, each unique with each other. History, of course, is often mistraditioned through ages, and some rogues who seek and follow the shoes of the legendary assassins take the name of Zabaniya, the Angels of Death, for their titles. Little do they know, however, that the Old Man of the Mountain roams the multiverse, claiming the life of petty assassins who entitles themselves as his follower...
Restriction: Legends of Hashashin
Rogues who choose to become a Zabaniya must learn the history and legends of Hashashin, and choose to seek and practice thier Noble Phantasms.
Mystic Reaper serves as the generic name for this archetype if you use it in other campagin settings or to model other rogues that are not tied in with Fate franchise.
Follower of Hashashin
Starting at 3rd level when you choose this archetype, you adapt the mystic martial arts practiced by the Hashashin. Your unarmed strike deals 1d6 damage, and you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
Additionally, you can use your Sneak Attack with your unarmed strikes. All the other rules for the Sneak Attack still apply for you.
Noble Phantasm
Also starting at 3rd level, you imitate one of the Noble Phantasms, the ancient and mystic techniques used by leaders of the Hashashin. You learn one of the Noble Phantasm options from the list at the end of the subclass description.
Some Noble Phantasm options require the target to make a saving throw to avoid or resist the effect. For this use, the save DC equals 8 + your proficiency bonus + your Charisma modifier.
Experts of Many Specializations
By 9th level, you adapt an exceptional knowledge of the last leader of the Hashashin, who is known as the master of all trades and arts. Whenever you finish a short rest or long rest, you can choose one skill or tool of your choice that you are not already proficient in. Until the next time you take a short rest or long rest, you gain proficient in the chosen skill or tool.
Additionally, you can add half your proficiency bonus (rounded down) to any ability check you make that does not already include your proficiency bonus.
Shadow Lantern
Starting at 13th level, you can adapt yourself into the darkness, as if you are one with it. When you are in darkness, you can use a bonus action to turn invisible. The invisibility ends when you move, take an action, bonus action, or reaction, or until you are no longer in the darkness.
Phantasmal Pedigree
When you reach 17th level, your knowledge and mastery on the legends of the Hashashin allows you to imitate every single Noble Phantasms from the past leaders of the assassins.
Whenever you finish a long rest, you can replace the Noble Phantasm option you know with another Noble Phantasm option from the list.
Noble Phantasms
The following is the list of Noble Phantasm options available for rogues who choose the Zabaniya archetype.
Delusional Heartbeat
When you hit a creature other than construct or undead with an unarmed strike or a melee weapon attack with a finesse weapon, you can create an ethereal replica of the creature's heart in one of your empty hands. The heart lasts for 24 hours or after 1 minute when it is more than 5 feet away from you. You can have only one heart at a time with this feature, and once you create a heart with this feature, you must finish a short rest or long rest before you can do so again.
As an action, you can crush the heart with your hand, which causes a sudden heart attack to the creature if it on the same plane of existence with you. The creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to what is shown in the Sneak Attack of the Rogue table for your level. On a successful save, the creature takes half as much damage.
When you reach 13th level, the creature drops to 0 hit points on a failed save, and takes full damage on a successful save, instead of half damage.
Febrile Inspiration
Your skin crystallizes and hardens like crystal. While you are not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.
Additionally, when you hit a creature with an unarmed strike, you can deal an extra 2d6 damage with the attack. If you use your Sneak Attack with the attack, the extra damage is added to your Sneak Attack. Once you do so feature, you must finish a short rest or long rest before you can do so again.
When you reach 13th level, you gain resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons that are not silvered, and the extra damage increases to 4d6.
Meditative Sensitivity
Your senses are extremely honed to the point of supernatural degree. You have advantage on saving throws against being blinded or deafened.
Additinonally, as a bonus action, you can extend your senses even further to know the location of all creatures within 30 feet of you that are not behind total cover until the end of your next turn. You cannot know the type or identity of any being whose presence you sense. Once you use this feature, you must finish a short rest or long rest before you can do so again.
When you reach 13th level, you gain tremorsense out to a range of 10 feet of you, and you have advantage on attack rolls against any creature whose location you sensed with this feature.
Ichor of Reverie
As an action, you can let out a high-pitched scream that can be heard out to a range of 100 feet from you. Each creature that can hear you within 30 feet of you must make a Wisdom saving throw. Constructs, undeads, and creatures that cannot be charmed or frightened automatically succeed on the saving throw.
On a failed save, a creature becomes disoriented for 1 minute or until it takes any damage. A disoriented creature must spend its turn trying to move as far away from you as it can, and it cannot willingly move into a space within 30 feet of you. It also cannot take a reaction. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to run, the creature can use the Dodge action.
Once you use this feature, you must finish a short rest or long rest before you can use it again.
When you reach 13th level, when a creature of CR 2 or lower fails its saving throw, it falls unconscious for 1 minute or until takes any damage.
Poison Body
Your body develops a streak of deadly poison, which intoxicates creatures on contact. You gain resistance to poison damage, you have advantage on saving throws against being poisoned, and your unarmed strike can deal poison damage instead of the normal bludgeoning damage.
When you hit a creature with an unarmed strike or a melee weapon you are proficient in, or as a reaction when a creature touches you or hits you with a melee attack, you can force the target to make a Constitution saving throw. On a failed save, the target becomes poisoned for 1 minute.
When you reach 13th level, you gain immunity to poison damage, you cannot be poisoned, and all poison damage you deal with this feature ignores the target's resistance to poison damage.
Raving Shadow Flash
You grow a long streak of hair, which is prehensile and controllable at your will like an additional pair of limb and hand.
Your hair extends out to 10 feet from you and can pass through an opening at least 1 inch in diameter. Your har can carry objects no more than 10 points, and you can use an action or a bonus action granted by your Cunning Action to control your hair to perform the following tasks:
- You can stow one object the hair is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hands) check contested by the creature's Wisdom (Perception) check.
Additionally, as an action, you can stretch out your hair to your surrounding with exceptional force, like a volley of spear. You make an attack against any number of creatures within 5 feet of you with your hair, which for this purpose counts as a melee weapon that deals 1d6 piercing damage. You must make a separate attack roll for each target, you use your Intelligence for the attack and damage rolls for your hair, and you can use your Sneak Attack with your hair, although all other rules for the Sneak Attack still apply to you. Once you use this feature, you cannot use it again until you finish a short rest or long rest.
When you reach 13th level, your hair can reach out to 20 feet, and deals 2d6 damage instead of 1d6 on a hit when used as a weapon.
Credits
All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.
Very special thank goes to Hassan by u/Djinngerbread, on whose brew I am basing mine.
Inspired by Hassan-i-Sabbah in Fate franchise.