Waxworks Rogue Master

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RACES

CLASSES

Rogue Waxworks Rogue SPELLS

The Postal Corps was created to carry packages between villages ENCHANTMENTS
as well as guard merchant wagons through treacherous areas. But The enchantments are presented in alphabetical order.
there are some areas on Obojima that are rife with arcane, nether Delicacy. As an action, you can spend 1 wick point to imbue the
worldly dangers and uncanny occurrences. tart flavor of a pyramid mellon and the healing properties of a
Legend says that it was Lydia Starwright, Postal Corps First Class river spirit into your candle. As a bonus action, a creature can
who, against all advice, sought out the aid of a powerful witch who consume the candle, causing it to regain 1d6 hit points and
was rumored to live within a hut of melted wax deep within the providing enough nourishment to sustain it for one day. A candle
Land of Hot Water. It was there in that melted hut where the witch holds this enchantment for 24 hours, after which the properties
taught Lydi the arcane practices known only to certain spirits of the of Delicacy fade. You can have no more than 2 candles with this
island, the ability to enchant wax and fire in wondrous ways. It was enchantment at a time.
this knowledge that transformed Lydi into the first Waxwork Rogue. Starting at 13th level, the creature regains 1d12 hit points,
Lydi brought back this knowledge to the Postal Corps, and formed instead of 1d6, and you can have up to 4 candles with this
the Waxworks division, a dedicated group of arcane rogues who enchantment at a time.
would volunteer for the most perilous assignments and deliveries Thinning Veil. As an action, you can spend 2 wick points to ignite
of the Postal Corps. this wide, irregularly shaped candle, which emits a gentle, pale
In the present day, the Waxworks division have long since broken blue light, shedding dim light in a 20-foot radius centered on itself.
away from the ranks of the Postal Corps, and are now their own This unique and eerie aura acts as a bridge connecting our world
organization, yet they still do much work for the Corps, dealing with and the spirit realm, granting you the ability to perceive creatures
supernatural mysteries and escorting cargo through ethereal and from the Spirit Plane whenever they are in the light’s area. These
perilous realms. spirits are revealed as glowing outlines of themselves. This candle
continues to burn for a number of hours equal to your Intelligence
or Charisma modifier (your choice; minimum of 1 hour).
Conjure Flame
Iron Seal. As an action, you can spend 1 wick point to melt and
At 3rd level, you learn the dancing lights cantrip (the lights appear press the wax seal of iron onto any door or object with a lid. Once
as floating candles) and the produce flame cantrip. imbued with your seal the object becomes magically shut and
can’t be opened unless a creature makes a successful Strength
(Athletics) check against your Enchantment save DC, at which
Wax Enchantments
point the seal breaks. The Iron Seal lasts until it is broken or
When you choose this archetype at 3rd level, you learn wax dispelled (as if it were a 1st-level spell). You can use an action to
enchantments, which are fueled by your ability to pull and touch one of your Iron Seals and end its effects early.
manipulate magic from the spirit realm. These are represented Flooding Abundance. As an action, you can spend 2 wick points
by a number of wick points. to ignite and throw a tea light candle into an unoccupied space
Enchantments. You learn three enchantments of your choice, you can see on the ground within 60 feet of you. After landing, the
which are detailed under “Enchantments” below. candle melts rapidly, bubbling and boiling with an overwhelming
amount of wax, which flows over and fills a 15-foot-square
You learn two additional enchantments of your choice at 5th,
centered on the candle. The wax remains for 1 minute. It is
10th, and 15th level. Each time you learn new enchantments, you
flammable, and a 5-foot square of wax exposed to fire burns away
can also replace one enchantment you know with a different one.
in 3 rounds, dealing 2d6 fire damage to any creature that starts its
Saving Throws. Some of your enchantments require creatures
turn in the fire. All spaces covered in the wax are difficult terrain
to make a saving throw to resist the enchantment’s effects. The
for the duration.
saving throw DC is calculated as follows:
Waxlings. By reaching through the veil and into the spirit realm,
you can temporarily pull and trap a minor spirit within a candle,
Enchantment save DC = 8 + your proficiency bonus + your granting the candle sentience. As an action, you can spend 2 wick
Intelligence or Charisma modifier (your choice) points to summon a waxling, casting the find familiar spell with
the following changes:
Wick Points. You have 3 wick points, which represent your Š In place of an animal familiar, you instead imbue life into a
current ability to harness the magic from the spirit realm. candle, which causes it to grow appendages and eyes.
Manipulating the magic from another realm and pulling its energy Š Your waxling familiar uses the statistics of a rat.
into an object, even one as small and simple as a candle, can be Š You can command the familiar to use its action to touch a
both physically and mentally taxing. When you spend a wick point, flammable object that isn’t being worn or carried and ignite it.
it is unavailable until you finish a short or long rest, at the end of Š You can’t temporarily dismiss the familiar.
which you regain all of your expended wick points. Š The familiar is dismissed permanently after 1 hour or when it
Whenever you gain a level in this class, you gain 1 additional is reduced to 0 hit points.
wick point. Š You can have more than one of these familiars at a time.
Starting at 13th level, you can spend 3 wicks points as an action,
instead of 2, to summon two waxlings simultaneously.

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RACES

CLASSES

Rogue Waxworks Rogue SPELLS

Shielding Seal. As an action, you can spend 1 wick point to considered proficient with. It deals 3d4 fire damage on a hit
melt and press the wax seal of shielding onto a willing creature (adding your ability modifier to the damage roll as normal), and it
or object, protecting it from incoming damage. The target of the has the finesse, light, and reach properties.
seal gains 5 temporary hit points, which last for 24 hours. You can Blooming Light. As an action, you can spend 1 wick point to
grant an additional 5 temporary hit points for each additional wick ignite a dark green candle, which burns in a similar hue,
point spent, to a maximum of 15 temporary hit points. You can only shedding dim light in a 10-foot radius centered on itself. Creatures
have one Shielding Seal active at a time. Creating a Shielding Seal in the candle’s light are hidden from divination magic, and they
while another seal of the same type is already active ends the can’t be targeted by such magic or perceived through magical
effects of the initial seal early. scrying sensors. This effect lasts for 1 hour.
Starting at 13th level, you can have up to three Shielding Seals Fish Fat Candle. As an action, you can spend 1 wick point to
active at a time, instead of one. ignite and throw an oily brick of blubber candle wax that lands in
Lost Wax Carving. Using the lost form of wax carving you craft an unoccupied space you can see on the ground within 60 feet of
a detailed replica of an object. When using the wax carving you. One round after the candle lands, it emits a cloud of colorful
technique, you can spend 2 wick points over the course of 10 smoke that creates a heavily obscured area in a 20-foot radius
minutes to produce the effects of the duplicate spell. The object centered on it. The candle continues to spew smoke for 1 minute
you duplicate can be no larger than a 1-foot cube. and creates a visible trail in the sky that can be seen from 10
Burning Delay. You can spend 3 additional wick points to miles away.
simultaneously activate Burning Delay when you use one of the Maker’s Mark. When you make an attack with a one-handed
following candle enchantments: Candle Pop, Fish Fat Candle, or weapon as part of the Attack action on your turn, you can spend 1
Detonate. When you do so, you delay that enchantment’s activation wick point to make an unarmed strike as part of the same action
by 1 round, 1 minute, or 10 minutes (your choice). using one of your signet rings. This attack deals bludgeoning
Starting at 13th level, you can delay the effects of your candle damage equal to 1d4 + your Dexterity modifier, plus an extra 1d6
enchantments by 1 round, 3 rounds, 1 minute, 10 minutes, or 1 hour. fire damage. This attack can benefit from your Sneak Attack,
Candle Pop. As a bonus action, you can spend 2 wick points to provided you haven’t already dealt your Sneak Attack damage
ignite and hurl a misshapen yellow candle at a creature you can this turn.
see within 60 feet of you. The target must make a Dexterity saving You can use this enchantment once per turn.
throw to avoid being partially encased in wax as the candle Consuming Flame. (10th Level Required). When you see a
explodes on impact. On a failed save, the target is restrained by hostile creature within 60 feet of you casting a spell, you can use
the wax. At the end of each of its turns, a restrained target can your reaction and spend 3 wick points to quickly ignite the flame
repeat the saving throw, ending the effect on itself on a success. of a thin white candle and cast counterspell. If the spell was
Starting at 13th level, Candle Pop affects the target and each successfully countered and was 3rd level or lower, you can spend
creature within 5 feet of it. an additional 2 wick points to reactivate this ability and store the
Bocha Glue Wax. Bocha glue is a delicate mixture of the finest spell inside your candle.
waxes available and a collection of ingredients known only to the While holding the candle, you can cast any spell stored in it. The
Waxworks. When enchanted properly, it can temporarily hold any spell uses the slot level, spell save DC, spell attack bonus, and
two objects together. As an action, you can spend 1 wick point to spellcasting ability of the original caster, but is otherwise treated
create an adhesive bond between two objects using just as if you cast the spell. Once the spell has been cast, the candle
a small amount of bocha glue. The two objects remain bound is sundered and becomes unusable. A spell can be stored inside
together for 24 hours, at which point the enchantment fades and a candle for 24 hours, after which the spell fades and is no longer
the two objects are separated. A creature within reach of the able to be used.
objects can use an action to make a Strength (Athletics) check Detonate. (5th Level Required). As an action, you can spend 3
against your Enchantment save DC, breaking the bond early on wick points to ignite and throw a dark black candle at a point you
a success. can see within 60 feet of you. A brilliant eruption of flame sweeps
Spark Shower. As a bonus action, you can spend 2 wick points out from the candle, causing each creature in a 20-foot-radius
to bring your free hand to your mouth, igniting your next breath. sphere centered on that point to make a Dexterity saving throw.
Your exhale creates a dazzling shower of sparks aimed toward A target takes 2d6 fire damage and 2d8 thunder damage on a
a creature within 5 feet of you. You have advantage on the next failed save, or half as much damage on a successful one. When
weapon attack roll you make against the target this turn, and the you use this enchantment, you can spend additional wick points
target can’t make opportunity attacks until the end of the turn. to increase the fire damage dealt by 1d6 for each additional wick
Wick Whip. As a bonus action, you can spend 3 wick points to point spent.
ignite a 10-foot length of candlewick that has been soaking in the The fire spreads around corners. It ignites flammable objects in
stomach acid of a dragon frog. The flames burn at an intense heat the area that aren’t being worn or carried.
that warps the air around them, shedding bright light in a 15-foot
radius and dim light for an additional 15 feet. The wick burns for 1
minute, during which you can use it as a melee weapon that you’re

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RACES

CLASSES

Rogue Waxworks Rogue SPELLS

Burn Cycle
Starting at 9th level, you can ignite your weapons in a flash of hot
white flames when you successfully catch an enemy off guard.
When you deal Sneak Attack damage on your turn, you can spend
wick points to deal extra fire damage to the target, in addition to
the weapon’s damage. The extra damage is 1d6 for each wick point
spent, to a maximum of 4d6.

Advanced Enchantments
When you reach 13th level, some of your enchantments become
more potent. You now use the secondary set of features found
within several of the enchantments.

Spirit Flame
At 17th level, you learn to craft a specialty candle made of pink
wax. As a bonus action, you can ignite this candle, which burns for
1 minute. As long as the burning candle is on your person, you gain
the following benefits:
Š The wick point cost of your enchantments is reduced by 1.
Š You have immunity to fire damage.
Š Spirits have disadvantage on attack rolls against you.
If you fall prone while the burning candle is on your person, you
must succeed on a DC 15 Dexterity saving throw or the candle is
extinguished early.
Once you use this feature, you can’t use it again until you finish a
long rest.

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