Rogue
Base Class: Rogue

Weather by bloodline or other means, a curse has befallen you to be haunted by forces of the paranormal. As far as you can tell, they're friendly. Or are they?

Supernatural Silence

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to cast "Pass Without Trace" once per long rest.

Spectral Ally

 

You can use a bonus action to magically manifest your spectral ally in an unoccupied space you can see within 15 feet of you. This echo is a reflection of your curse bonded paranormal companion that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.

Your spectral ally has AC 12 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). it can move through objects as if it was affected by difficult terrain. if it ends its turn inside an object, it is immediately destroyed. it is undetectable by ordinary means outside of combat, unless it is within range of spells that can detect undead entity's.  If your ally is ever more than 30 feet from you at the end of your turn, it is destroyed. you can see and hear through your ally as if it was you in that space. 

You can use the echo in the following ways:

  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack.
  • When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.
  • you can spend a bonus action to roll a [roll]1d4[/roll] to determine a piece of information to glean from a target that your spectral ally can see within 10 feet of itself. on a 1 or 2, you know the targets AC. on a 3 or 4, you know the targets maximum health. 

 

Haunting

At 9th level, when you damage a creature with a weapon, you can cause your Spectral Ally to follow that target undetected (no action required) once per long rest, and until the end of the next long rest. during this time you always know the direction to the haunted creature as long as it’s on the same plane as you and you cannot use any of your features detailed in the "Spectral Ally" feature. When you companion returns to you (Weather by summoning it, it dying, or the time limit running out) you can choose to learn one of three things at the DM's discretion. The name of the target, the targets place of residence (If it has one) or a set of locations the target has been. 

Specter Shift

 

You’ve learned to absorb the power of death when your ally falls in battle. When an echo of yours is destroyed by taking damage or if you choose to, you can take a reaction to become a specter and move up to your movement speed unimpeded by physical objects. you can phase through walls and other objects as if they were difficult terrain. if you end your turn inside an object you take 1d10 force damage if you end your turn inside a creature or an object. you can use this feature once per long rest. 

Ghastly Attunment

When you reach 17th level, you have become attuned to the ways of ghosts and spirits, and can now have up to two spectral ally's at once. Anything you can do from one ally’s position can be done from the other’s instead. in addition, you can use the "Haunting" Feature twice, simultaneously per long rest. 

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