Roguish Archetype: Chameleon

by Fungal Brews

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Roguish Archetype

Chameleon

Most rogues can hide, but few hide in plain sight. From mere disguises to physical changes in color, Chameleons master covert skills both mundane and magical to immerse themselves into any situation and strike at a moment's notice.

Social Chameleon

When you choose this archetype at 3rd level, you gain proficiency in Disguise Kits and the Deception skill. If you are already proficient in it, you gain proficiency in another skill of your choice.

Your proficiency bonus is doubled for any ability check you make that uses Deception. You receive this benefit regardless of the skill proficiency you gain from this feature. If another feature, such as Expertise, doubles your proficiency bonus for Deception checks, another skill of your choice that you are proficient gains this benefit.

Color Change

Most rogues operate in cramped conditions far away from pursuers, but you can hide in the open. At 3rd level, when you hide, you and everything you are wearing or carrying change color to match a large or larger object within 5 feet of you.

When your color is changed, you are invisible until you expend movement or take any kind of action. You can take the Hide action with this feature even if other creatures can see you when you use it. Starting at 13th level, you can move up to half your speed without revealing yourself.

Pinpoint Eyes

At 9th level, your eyes mimic the abilities of your reptile namesake. Lightly-obscured areas don't impose disadvantage on your Perception checks, and you have advantage on saving throws against being blinded. You gain darkvision to a range of 60 feet, and can Search as a bonus action. At 17th level, your advanced eyesight also pierces magical illusions, granting you truesight within a 30 ft. range.

Numbing Lash

Starting at 13th level, you produce a potent poison that can be applied to your weapons. When you damage a creature with your Sneak Attack, you can force it to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). If it fails, the creature is poisoned for 1 minute. While poisoned in this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success. You can use this feature once per short or long rest, though you do not expend a use if the target succeeds on its initial save.

Walking Chromatophore

Beginning at 17th level, you can change your body's colors in real time. You can cast greater invisibility on yourself without using a spell slot. You can do so a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell. Poison Dusk lizardfolk PC, Camisado

This content is no longer up-to-date. It exists as part of a larger document, The Warrior's Codex, which can be found here

 

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