Two Skullduggers (5e Subclass)

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Two Skullduggers[edit]

Rogue Subclass

Rogues are in many places known for being independent, self-sufficient or sometimes even lone wolves. But truly great rogues know that connections are good, allies are useful and true friends are irreplaceable. When two skullduggers meet it might come to blows or even be fatal. But sometimes two skullduggers love each other very very much and create something beautiful together. They come together sharing their strengths and weaknesses to become one persona, one being the walker and another being the talker of a greater whole. Though some pairs choose a role and stick with it in their endeavours most switch who is on top when one is in trouble and the other is not.


Doubling Up

When you choose this archetype at 3rd level you have revealed that you are in fact two people disguised as one or have found another person to share your identity with. One being referred to as the walker and the other as the talker, but they can switch roles at any time provided they have the room to do so. The walker is your legs and the talker is your face, no other distinction is made. Being that two people are tougher than one, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

As a bonus action when you are combined you can split into your walker and your talker still sharing the same space but following these rules:

  • They share all of you character's statistics, features and effects unless one was specified in this class, items and attunement can be divided between them in any way you seem fit.
  • They are allies and count as separate creatures for the purposes of spells and magical effects unless both are in the area of the same damaging effect, in that case only one of them is affected as one shields the other. Your walker and talker are either small or tiny and you are one size category larger than them. Their speed is your speed + 10 feet.
  • If at any point they occupy the same or adjacent spaces you can use a bonus action to combine them into one creature again, provided there is room to do so. Any effects affecting the walker and/or the talker remain affecting you in your combined state. Whichever remaining movement is lower between you walker and your talker becomes your remaining movement.
  • They can move independently of each other but can only take one action, bonus action or reaction among themselves. When one uses an action the other takes the dodge action. And whenever one takes the Dash, Disengage or Hide action the other gains the benefit of that same action with stealth checks being rolled separately.
  • Your walker and your talker are attuned to the same items as you but only get the benefits of an item if they have it unless otherwise stated. (They can't share the effect of a Ring of Protection unless they toss it between themselves but can call on a Dwarven Thrower separately)
  • The walker and the talker share your health pool, if you are reduced to 0 hit points the creature damaged last falls prone while the other takes their fastest known route toward the first, using their full movement each turn and becoming incapacitated, this movement does not trigger opportunity attacks. Whenever you are combined or your walker and your talker are adjacent you roll death saves with advantage as one resuscitates the other. If either your walker or talker dies, the other loses the will to fight.
Walkie Talkie

Also at 3rd level your walker and your talker know each other well enough to communicate nonverbally and clearly, making your movements indistinguishable from someone with only one body when combined. Whenever you make a Charisma (Deception) check to convince someone of who you are, treat a roll of 7 or lower on the d20 as an 8.

Provided your walker and your talker can see or feel each other they can communicate through a combination of signs and subtle body language. You learn a sign language or one other language of your choice if you already knew a sign language.


Tag Team Tactics!

At 9th level your teamwork as one person has grown substantially and you've learned how to assist yourself when others cannot. For example throwing your walker across a chasm they couldn't cross or talking to a person while holding their hands and stealing their belt.

Whenever you are combined or your walker and talker are within 5 feet of each other you can use the help action on yourself. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Helpful Reflexes

At 13th level your walker and your talker have learned to react to the other faster than before. You gain a new way to use your Uncanny Dodge and give the effects of it to a willing creature you can see withing 10 feet. You also move up to 10 feet towards them as part of that reaction and push them 5 feet in a direction of your choosing. This movement does not trigger opportunity attacks. When your walker does so for your talker and vice versa they can share a space instead.

They now have two reactions one of witch have to be Uncanny dodge, one reaction each but can only use one per turn. When combined you have only one reaction but it is unrestricted.

Also at this level you can attune to up to four magic items at once, and any magic item you are attuned to affects both your walker and your talker. (If one is wearing a Ring of Protection and you are attuned to it they both get the effects of the item.)


All for One, and One for All!

At 17th level you are no longer two skullduggers, but three. If someone found you to join you identity, split you walker in twain or if your talker was actually two people the entire time. The results are the same, you have gotten a hold of a middleman called your stalker.

You can now as a bonus action split into any combination of your walker, stalker and talker sharing the same space and rules as your walker and talker did before.

You can also use a bonus action to turn any combination of your walker, stalker and talker into one creature following the same rules as before (becoming a walking stalker, a stalking talker, a walking talker or your combined self).

You stalker can use any other feature which involves the other two and your stalker has a reaction of their own following the rules of your 13th level feature, one of the three still have to be Uncanny Dodge.

Lastly any one of you walker, stalker or talker can resuscitate the other when you fall to 0 hit points.


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