Harlequin archetype for Rogue

by SemanticAvenger

Search GM Binder Visit User Profile

Harlequin Archetype

A Soul Aflame

Harlequins are Rogues who have had a brush with the Nine Hells and come away changed. Whether they have infernal ancestry, or have been in the employ of a devil, died and returned, or simply visited the Hells and somehow survived, they are forever altered. They are fiery, flamboyant tricksters, capable of making dark deals and causing great havoc in their wake, as well as wield hellish flames and dance away from danger.

Subclass Features

Forked Tongue

At 3rd level, you speak with a devil's confidence, twisting words to suit your needs, regardless of their truth. You gain proficiency in Deception and can read, write, and speak Infernal

Devil's Bargain

By level 3, you have honed your deceptive skills to a fine degree and are able to use them to gain an edge in battle, though there is always a risk that you may not come out on top. As a bonus action, you can make a Charisma (Deception) check against a creature you can see that can speak a language and isn't incapacitated, contested by the target's Wisdom (Insight) check. If you succeed, the target has advantage on all attacks against you provided you are not hidden. However, you gain the benefit of your Sneak Attack on every attack you make against that target that hits, regardless of the conditions that normally govern Sneak Attack.

This feature remains active until the target is reduced to 0 hit points, you dismiss it as a bonus action, or you complete a long rest. If you reduce the target to 0 hit points, their body bursts into flame, forcing all creatures within 5 feet (including you) to make a DC 13 Dexterity save, taking 2d6 fire damage on a failure or half damage on a success. Their body and everything they are wearing or carrying is destroyed and unsalvageable. When this happens, a Soul Coin appears in your hand. The Soul Coins you create with this feature are destroyed when all their charges are expended. As long as you have at least one Soul Coin on your person, your walking speed increases by 10 feet.

You can use this feature a number of times equal to your proficiency bonus before finishing a long rest.

Motley Magic

Harlequins are well known for their checkered costumes and fanciful appearance. What is less well-known is that these patches often belie devilish abilities. Beginning at level 3, you can generate a number of patches equal to your proficiency bonus during a long rest, which magically affix to your clothing. Each one is imbued with a fiery spell granted by your brush with the Hells, and you gain access to new spells as you gain levels, as seen in the Motley Magic spells table. Charisma is your spellcasting ability for these spells.

Each spell uses one patch. When you cast one of the spells granted by this feature, a patch is consumed. As long as you have at least one patch remaining, you have access to the Produce Flame cantrip. When all patches are consumed, you can cast no more spells granted by this feature, including Produce Flame, until you generate more patches during your next long rest.

Rogue Level Spell
3rd produce flame, hellish rebuke
7th Aganazzar's scorcher
13th flame arrows
19th fire shield

Cartwheel

By 7th level, your acrobatic antics are able to distract foes in combat and potentially deflect attacks, but their delicate movements can be disastrously disrupted. When a creature attacks another creature you can see within 30 feet, you can use your reaction to move to the nearest free space within 5 feet of both creatures. When you are within 5 feet of both creatures, you force the attack to target you rather than the original target and impose disadvantage on the roll, potentially causing it to miss. You must use this reaction after the attack roll is made but before knowing whether it hits or misses. If the attack misses, you can then move up to half your speed without provoking opportunity attacks. If the attack hits, you take the damage and are also knocked prone.

Infernal Aspect

By 13th level, your prolonged use of the powers of Hell has caused physical changes in you, and when you carry evidence of your deeds, you are empowered as if you were a devil yourself. You choose the nature of the physical change, whether a flicker of fire in the eyes, a smell of brimstone that hangs around you, a dark echo to your voice, a reddish tint to your skin, or another physical change of your choosing. Additionally, when you have at least two Soul Coins on your person, you gain the following attributes:

  • Devil's Skin: You have resistance to fire damage
  • Devil's Words: You have advantage on all Charisma (Deception), Charisma (Intimidation), and Charisma (Persuasion) checks.
  • Devil's Sight: You have darkvision out to 30 feet. If you already have darkvision, its range increases by 30 feet. Magical darkness does not impede darkvision gained from this feature.
  • Devil's Tools: Every weapon you hold becomes a Hellfire Weapon.

Condemnation

By 17th level, your connection to the Nine Hells allows you to dispatch enemies there with great haste. You ignore resistances to fire damage, and when you deal Sneak Attack damage on your turn, you add an additional 2d6 fire damage.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.