Rogue
Base Class: Rogue

The call of the void that lies beyond the bounds of the planes of existence can at times be heard, and this call can be eerily tempting. Void Touched are individuals who, in one way or another, have been in contact with the void and have been permanently altered by the encounter. They’ve learnt to wield strange and alien powers, and can summon fragments of the void itself.

Whispers of the Void

Beginning when you choose this archetype at 3rd level, you’ve learnt how to decipher the maddening whispers of the void. You learn how to read, speak and write Deep Speech. In addition, you can speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Void Anchor

Also at 3rd level, you conjure minor manifestations of the void. As an action, you can manifest an intangible sliver of the void, known as a void anchor, in an unoccupied space within 60 feet of you. The void anchor lasts for up to 1 hour, until you are killed, or until you choose to dismiss it as a bonus action. You can only have one void anchor active at a time. While you have a void anchor active, you can use one of the following abilities:

Blink. As a bonus action, you teleport to the space occupied by your void anchor. After doing so, your void anchor disappears.

Implosion. As a bonus action, you detonate your void anchor to unleash a blast of psychic energy, provided you haven’t used your Sneak Attack this turn. Any creature of your choice within 10 feet of your void anchor must make an Intelligence saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, a creature takes psychic damage equal to half your Sneak Attack dice, rounded up. On a successful save, a creature takes half damage. After using this ability, your void anchor disappears and you cannot use your Sneak Attack this turn.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Mesmerize

At 9th level, you can mesmerize your enemies and trap them in a semi-lucid state of dreaming. While you have an active void anchor, any creature of your choice that begins its turn within 10 feet of your void anchor, or that moves to within 10 feet of it, must make an Intelligence saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature's speed is reduced to 0, it cannot take reaction and has disadvantage on Wisdom (Perception) checks, as it becomes enthralled with your void anchor. A creature that is mesmerized by your void anchor can reroll its saving throw at the end of each of its turns, ending the effect on a success.

Improved Void Anchor

At 13th level, your connection to the void grows stronger. Your Void Anchor feature improves in the following ways:

Blink. When you choose to teleport to your void anchor, you can bring a willing creature within 5 feet of you with you.

Implosion. When you cause your void anchor to implode, the implosion deals your full Sneak Attack damage and a mesmerized creature has disadvantage on their saving throw against it.

Void Rapture

At 17th level, you can empower the fragments of the void you conjure to overwhelm the minds of your enemies. Any creature that is mesmerized by your void anchor is also considered stunned for the duration.

Void Touched Image

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