Difference between revisions of "Eberron Rogue"

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In addition to the subclass options presented on dndbeyond, the following Roguish Archetypes are also available:
 
In addition to the subclass options presented on dndbeyond, the following Roguish Archetypes are also available:
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==Aerenal Ambassador (Aerenal Elves Only)==
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Among the Aereni, there are few callings greater than speaking with the spirits of those who have gone before. Unlike the Undying, who have maintained a physical form after death and help rule Aerenal, these spirits observe the journeys of their descendants and advise only as they see fit. However, those who form a special connection with these spirits are often called as Ambassadors to the world beyond their island’s shores.
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As an Ambassador, your bond with the spirits of your family helps you bring the ways of your people to distant lands.
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*'''Source:''' Faithful of Eberron, page 51
  
 
==Divine Herald==
 
==Divine Herald==

Latest revision as of 09:58, 18 July 2019

Anyone can learn to use thieves’ tools, to hide in shadows or pick a pocket. The rogue is defined by two things. A rogue is slippery and deals with threats by avoiding them, sometimes even rolling with a hit and then disappearing into the shadows. When that fails, rogues are just as adept at spotting a weak point or unwary foe as they are twisting the knife to inflict devastating damage. While a variety of “specialists” can match a rogue’s expertise at different odds and ends, no one can strike a single blow as devastating and then slip away into the night. Like most things in Eberron, no two rogues are the same, and each talent or feature that one possesses is an opportunity to flush out the story of how each skill was learned and the first time it was employed. Morgrave Miscellany, page 61, gives examples of what playing a Rogue in Eberron might look like.

In addition to the subclass options presented on dndbeyond, the following Roguish Archetypes are also available:

Aerenal Ambassador (Aerenal Elves Only)

Among the Aereni, there are few callings greater than speaking with the spirits of those who have gone before. Unlike the Undying, who have maintained a physical form after death and help rule Aerenal, these spirits observe the journeys of their descendants and advise only as they see fit. However, those who form a special connection with these spirits are often called as Ambassadors to the world beyond their island’s shores.

As an Ambassador, your bond with the spirits of your family helps you bring the ways of your people to distant lands.

  • Source: Faithful of Eberron, page 51

Divine Herald

The Divine Herald is an unwavering agent of divine retribution, who brings swift justice to false prophets and heretics. A divine herald might answer to the congregation, an inner circle within a church, or be guided by celestial visions that reveal those who bear false witness.

The secret order of Miron’s Tears maintains its anonymity within the Church of the Silver Flame. In the hours before her final sacrifice, Tira Miron charged the avenger Samyr Kes to protect the church from the influence of the evil Bel Shalor, eliminating those who succumbed to corruption. The order lay dormant for centuries, but now Miron’s Tears prepare to cleanse the Church in the wake of the recent rumors of corruption in the highest levels. While Miron’s Tears is an established order of divine heralds, they are found in every faith. A divine herald of the Blood of Vol would fight the Emerald Claw and other Vol priests who abuse the faith of their followers.

  • Source: Morgrave Miscellany, page 67

Tomb Robber

You might describe yourself as an archeologist, antiquarian, acquirer of rare antiquities, or extreme explorer, but more squeamish folks call you a tomb robber. you know physical remnants of the past lie buried in places like the ancient depths of Sharn, the ziggurats of Q'barra, or the cyclopean ruins of Xen'drik. Rather than merely speculating on what these relics might reveal you go and seek them out yourself.

  • Source: Eberron Archetypes, page 38

Wand for Hire

During the Last War, magical violence became commonplace - and even after the war's end, some rogues still make it their career. You are a mercenary spellslinger with a talent for arcane crime and covert warfare, trained to earn a living by going where you are told to go and blasting those whom you are told to blast.

  • Source: Eberron Archetypes, page 40