Hello again tumblr! It's been a long while. I've come to announce (beg) that you can send in requests for classpects you want to see.
Please send in those asks and I'll get back to work.
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Hello again tumblr! It's been a long while. I've come to announce (beg) that you can send in requests for classpects you want to see.
Please send in those asks and I'll get back to work.
Gift//Sketch: Caleth Campania
Commission: Syl
Commission: Princess Tax Fraud
Rogue of Light
How their abilities would manifest~ The Rogue will steal literal light, knowledge, and relevance to give to their allies. At lower rungs them and their allies will always have luck on their side when they need it most.
Lead the Way
The rogue can steal light from light fixtures or any other sources of light and create a ball of light that could guide the rogue and allies through darkness.
Tier 4-6
Summons ONE sphere after Rogue succeeds a 15+ INT roll
Tier 7-9
Summons THREE spheres after Rogue succeeds a 15+ INT roll, or ONE sphere after succeeding a 10+ INT roll.
Tier 11-12+
Summons up to TEN spheres of light after Rogue succeeds a 15+ INT roll. Summons THREE spheres after a 10+ INT roll.
Scorch
A sub ability of Lead the Way, learned at tier five.
The Rogue can steal light from sources of light and scorch enemies with this ball of light to help their allies. Damage can be doubled if they roll the highest number they could on the die when rolling damage. (For each additional ball of light summoned the player has to roll another die for damage.)
Tier 5-6
The ball does 1d6 damage.
Tier 7-8
The ball does 1d10 damage.
Tier 9-10
The ball does 1d12 damage.
Tier 11-12
The ball does 1d20 damage.
Spotlight
The Rogue will steal turns from enemies to give to their allies to give them a chance in the spotlight
Tier 6-8
The Rogue can steal ONE turn from ONE enemy.
Tier 9-10
The Rogue can steal ONE turn from THREE enemies.
Tier 11-12+
The rogue can steal ONE turn from FIVE enemies.
Human Dictionary
The Rogue is able to pull knowledge out of others or their surroundings to help them and their allies. (All info disclosed is up to DM)
Tier 4-6
17+ INT roll to succeed.
Tier 7-9
15+ INT roll to succeed.
Tier 10-12+
13+ INT roll to succeed.
Commission; Yargol
Rogue of Breath
How their powers would manifest~ The Rogue of Breath steals freedom and literal wind to help their allies. Quick on their feet as if they were floating on air the rogue is there to bail you out. Guide
The Rogue can redirect wind to help attacks, things thrown, or just a message carry on the wind and hit true.
Tier 4-5: The Rogue can float SMALL and LIGHT objects or a message on the breeze with no problem. MEDIUM or HEAVY objects will require a 15+ STR roll to succeed. Tier 6-8: The Rogue can carry MEDIUM objects on the breeze with a 10+ STR roll. LARGE and HEAVY objects will require a 15+ STR roll to succeed. Tier 9-10: The rogue can carry LARGE objects with a 10+ STR roll, HEAVY objects are still a 15+ STR roll. Tier 11-12+: All items can be carried with a 10+ STR roll.
Flip the table
The Rogue can switch the place of objects, friends, and foes to their convenience. Tier 6-8: Requires a 15+ INT roll to swap ONE person from 30 yards away. Tier 9-11: Requires a 15+ INT roll to swap up to four from 30 yards and up to 120 yards with ONE person. Tier 12+: Requires a 15+ INT roll to swap up to SIX people from 20 yards away or TWO people up to 600 yards away.
Knock you Down!The Rogue can direct the air from the area around them and create large gusts to move things or foes. Tier 4-5: The Rogue can knock down and stun ONE enemy 20 yards away with a 15+ INT roll.
Tier 6-7: The Rogue can stun TWO enemies 20 yards away or ONE enemy 60 yards away with a 15+ INT roll.
Tier 8-9: The Rogue can stun FOUR enemies 20 yards away, TWO enemies 60 yards away, or ONE enemy 180 yards away after succeeding a 15+ INT roll.
Tier 10-12+: The rogue can stun EIGHT enemies 20 yards away, FOUR enemies 60 yards away or TWO enemies 180 yards away after succeeding a 15+ INT roll.
Rogue of Heart
How their powers would manifest~ The rogue is a natural empath, they can automatically tell if something is amiss or if there is inner turmoil in an ally or foe. They could be considered the ultimate friend.
Switcheroo
The Rogue can switch around some buffs and skills around from one person to another
Tier 4-6:The Rogue can switch ONE buff for THREE turns after succeeding a 15+ CHR (DIS) roll.
Tier 7-9: The Rogue can switch ONE buff for SIX turns or ONE buff for TWO allies for THREE turns after a 15+ CHR (DIS) roll.
Tier 10-12+: The Rogue can switch TWO buffs for ONE person for NINE turns or ONE buff for four for THREE turns after succeeding a 15+ (DIS) roll.
Mask of my own face
The Rogue can soul swap, projecting their soul into a body or another person’s soul into another. The ENEMY soul will be ejected from their body and the SOULLESS body will remain as if in a SLUMBER.
Tier 4-5: The Rogue has to succeed a CHR roll of 18+ to switch a soul for ten minutes.
Tier 6-9: The Rogue requires a CHR roll of 15+ to switch ONE soul for thirty minutes and a CHR roll of 18+ to swap TWO souls for ten minutes.
Tier 10-12+: The Rogue can swap TWO souls for thirty minutes after succeeding a 15+ CHR roll or up to FOUR for ten minutes after a 18+ CHR roll. They can also call upon those souls in dream bubbles to either possess them or something else.