Wannabe Hero
Tending to the fields and dreaming of greatness. An old man tells his grandson about the stories of great heroes and their glories in battle. From overcoming adversity through grit and willpower, all the way to how they outsmarted the cleverest of tacticians and foiled their plans. However, having no practice, nor proficiency with anything but the life they were born in, the boy could only dream.
A wannabe hero's heart of gold wills them to carve their own path on to becoming their own hero. The wannabe hero is a rogue that doesn't have the talent nor practice of a traditional fighter, nor are they trained in the traditional way of being a rogue. They are a rough and ready person that has the desire of becoming a hero in their own way.
This is a rogue subclass for all the adventurers who have a desire of becoming a hero. This subclass will only persist if the player has a desire of becoming a hero. Once the feelings fade, so will the abilities given to them by this subclass.
Argonaut
An ancient tale sung of the strongest and bravest band of heroes ever assembled. These very heroes are always watching over the adventurers aspiring to carve their name in history.
Starting at 3rd level, when your health is equal to or lower than half your total maximum health (rounded up), you gain the ability to channel magical energy into your attacks. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. This damage does not double on a critical hit.
Devilish Bloodline
At 3rd level, the gods have taken notice of your growth. They seem interested in what kind of story you'll create. As their way of chiming in, they have given you a gift. They will continue giving you gifts, as long as you entertain them with the story you're weaving.
Your spellcasting modifier is tied to your strength of character, charisma.
Heroic Gesture
Starting at 5th level, as a reaction, you can expend 2 heroic deeds to protect an ally within half? your walking speed and take the attack in their stead. You rush in front of them push the ally 5 ft behind you without provoking attack of opportunity. You give yourself and your ally a bonus AC of 1d4 until the end of your next turn.
If they leave within 5ft of you, you both lose the bonus to AC.
Deus EX Critical
Starting at 9th level, whenever your attacks score a critical hit on a roll of 20, your requirement to hit a critical will lower by one. This effect will reset after combat has ended.
Deus EX Machina
Starting at 13th level, when you are at 0 hit points, you can roll a Charisma saving throw. If you get a 10 or higher, you are reduced to 1 hit point instead.
Each time you use this ability, the DC increases by 3. This DC will reset after combat.
Optional: Cheeky Charisma
Starting at 3rd level, there is a certain air to you when you enter the battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also 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 within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.