Rogue
Base Class: Rogue

As a thief of life, your interests lie in the interplay between blood, death, and divinity. Those who adhere to this archetype are often inclined to push the boundaries in pursuit of their goals, irrespective of custom and often delving into taboo topics. Some even dream of stealing the secret of life everlasting itself…

Life Sense

When you choose this archetype at 3rd level, you become hyper aware of all life around you. You gain blindsight up to 10 feet. At 14th level, the range of your blindsight increases to 30 ft. Undead and Constructs are unaffected by this blindsight until 14th level.

Life Drain

Starting at 3rd level, you have learned how to partially draw out the very life essence of your foes through deft strikes and arcane means. When you deal Sneak Attack damage to a creature, you can choose to absorb part of its life force. You gain a number of temporary hit points equal to your Charisma modifier +  twice the CR of the creature you hit. (Creatures with a CR of below 1 simply grant you 1 + your Charisma modifier.) These temporary hit points last for 1 minute.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Starting at 13th level, when you deal the killing blow to a creature with your Sneak Attack feature, you can choose to absorb the remainder of its vitality into your own with this feature. You instead gain temporary hit points equal to 4 times the creature’s CR. (Simply dropping a creature to 0 hit points and knocking them unconcious is not enough to activate this feature.)

[Note: The CR of a Player Character is 2/3 of its level rounded down (to a minimum of 1).]

 

Hear the Soul

At 9th level, you have become more attuned to the nuances of the soul. You may add your Charisma modifier to your insight and animal handling checks.

Hunt the Weak

At 13th level, whenever you see a creature with less than half of its maximum hit points remaining, you can use your bonus action to disengage and rapidly move up to 60 feet towards the creature. You gain advantage to all attacks made on this creature for this turn.

After you use this feature, you may not use it again until you finish a long rest

Essence Theft

At 17th level, whenever you see a creature with less than half of its hit points remaining within 60 feet of you, you may attempt to steal from its physical attributes.

As an action, you may attempt to steal from either its Strength, Dexterity, or Constitution scores. When you do, the creature must make a respective saving throw for the stat against a DC equal to 8 + your Charisma modifier + your proficiency modifier. On a failure, the creature loses 1d4 of the respective score (down to a minimum score of 1). If the creature currently has a higher stat score than yourself, then you temporarily gain the amount lost to the appropriate score (up to a maximum of 22). These stolen score points last for a minute. Once the duration ends, the creature(s) you stole them from immediately regain them.

You can use this feature up to 3 times per day, and you regain all expended uses of it when you finish a long rest.

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