bedir than
Full Moon Storyteller
My game world has slavery. It makes for really easy enemies, and some pretty clear heroes. One of the subclasses I'm working through is a build for a rogue that specializes in freeing slaves - a kind of law breaker on the side of righteousness. The concept is that they would be great sneaks, helpers of others, and get some benefits in combat. This is a low magic world, but does have cantrips for all heroes/adventurers/whatnots.
Liberator might be a stupid name. I'm open to other concepts.
I like to think while writing, so here it is.
As a subclass there should be benefits on par with the Thief at 3rd, 9th, 13th and 17th levels.
Current thoughts
3rd level - Fast Hands (the lock opening expertise is vital) and Hard to Contain - The Liberator desire and expertise at freeing others is grants the Liberator advantage on checks against Grappling and breaking out of a Net. When whipped a Liberator can ignore the pull effect.
9th level - Defend the Defenseless - As a bonus action you can aid in the defense of one ally who is not attacking. They may take other actions, but not spell attacks. Until your next turn that ally is attacked with disadvantage as long as the Liberator and ally are within reach (5', or 10' with a reach weapon). This ability can be used to defend an attacking ally but would require the use of an action rather than bonus action.
13th level - Hand of Freedom - The Liberator learns Mage Hand or Prestidigitation if Mage Hand is already known. They can use this cantrip as an Arcane Trickster of same level would. If the Liberator has a bonded companion they can use the cantrip through the companion as long as the companion is within sight. A bonded companion is similar to a Ranger Companion. The rule structure is unique to the world.
13th Level - Remove Brand - The Liberator learns Minor Illusion and can cast a version of this cantrip so that a branding or other ownership mark is hidden until your next long rest. No concentration is required. It can be discovered through an Investigation check per the Minor Illusion rules. This brands and other ownership marks can be on people of kin, bonded companions, domestic animals or identifying ownership crests on vehicles. It can be cast per the standard cantrip rules per the setting. A Liberator generally uses this so that hired slavers and others can not identify the freed peoples, though some use it to steal cattle or hide the fact that their bond is bonded.
17th level - Free the Oppressed - the Liberator gains an Extra Attack and the choice of Dueling or Defense Fighting Styles. Sneak Attack now also applies to any enemy that the Liberator learns has taken or kept a slave within the past 24 hours.
17th level - Find the Oppressed - You gain advantage on Investigation and Intimidation. You gain proficiency in either skill if unknown. If already known you gain expertise in those skills. The Liberator can detect the direction and travel time towards the nearest place where more three intelligent creatures are held captive, under influence of fear or charm or a slave market. This only works for the closest of those scenarios and has a range of 2 times the combined total of Wisdom score and level miles. The ability recharges with either a short or long rest.
I think this passes the "is this unique?" test. How is it on the power scale versus the Thief or Assassin?
Liberator might be a stupid name. I'm open to other concepts.
I like to think while writing, so here it is.
As a subclass there should be benefits on par with the Thief at 3rd, 9th, 13th and 17th levels.
Current thoughts
3rd level - Fast Hands (the lock opening expertise is vital) and Hard to Contain - The Liberator desire and expertise at freeing others is grants the Liberator advantage on checks against Grappling and breaking out of a Net. When whipped a Liberator can ignore the pull effect.
9th level - Defend the Defenseless - As a bonus action you can aid in the defense of one ally who is not attacking. They may take other actions, but not spell attacks. Until your next turn that ally is attacked with disadvantage as long as the Liberator and ally are within reach (5', or 10' with a reach weapon). This ability can be used to defend an attacking ally but would require the use of an action rather than bonus action.
13th level - Hand of Freedom - The Liberator learns Mage Hand or Prestidigitation if Mage Hand is already known. They can use this cantrip as an Arcane Trickster of same level would. If the Liberator has a bonded companion they can use the cantrip through the companion as long as the companion is within sight. A bonded companion is similar to a Ranger Companion. The rule structure is unique to the world.
13th Level - Remove Brand - The Liberator learns Minor Illusion and can cast a version of this cantrip so that a branding or other ownership mark is hidden until your next long rest. No concentration is required. It can be discovered through an Investigation check per the Minor Illusion rules. This brands and other ownership marks can be on people of kin, bonded companions, domestic animals or identifying ownership crests on vehicles. It can be cast per the standard cantrip rules per the setting. A Liberator generally uses this so that hired slavers and others can not identify the freed peoples, though some use it to steal cattle or hide the fact that their bond is bonded.
17th level - Free the Oppressed - the Liberator gains an Extra Attack and the choice of Dueling or Defense Fighting Styles. Sneak Attack now also applies to any enemy that the Liberator learns has taken or kept a slave within the past 24 hours.
17th level - Find the Oppressed - You gain advantage on Investigation and Intimidation. You gain proficiency in either skill if unknown. If already known you gain expertise in those skills. The Liberator can detect the direction and travel time towards the nearest place where more three intelligent creatures are held captive, under influence of fear or charm or a slave market. This only works for the closest of those scenarios and has a range of 2 times the combined total of Wisdom score and level miles. The ability recharges with either a short or long rest.
I think this passes the "is this unique?" test. How is it on the power scale versus the Thief or Assassin?
Last edited: