Base Class: Rogue
The Departed are the threshold between the wishes of the dead and comfort of the living. They help conclude the dead's unfinished business, bring remembrance to the living and avenge those who have been unjustly wronged. The line for justice for the Departed is blurred. Most Paladins are seen to revival their ideals since it is seen as just an excuse for murder, but even if it means sometimes breaking the law, the Departed will try to uphold the dead's wishes to an extent. After all, they are an emissary of the dead not the will of the dead.
Chilling Whispers
At 3rd level, you gain proficiency in the Intimidation skills if you don't already have it. Also, you can attempt to frighten a creature of Large size or smaller. As an Action, you cause whispers of the dead to become audible for one creature of your choice within 20 ft. Make a Charisma (Intimidation) check against the creature, it must make a Wisdom Saving Throw (8 + your Charisma Modifier + Your Proficiency Bonus) or be frightened of you for 1 minute. A creature can use an Action on it's turn to redo the saving throw to cause the effect to end early.
At 5th level, the whispers become the messages of the deceased, you can cast Speak With Dead once per long rest.
Emissary's Blade
Starting at 3rd level, the spirits of the dead teach a ritual to bond you soul with a melee finesse weapon of your choice.
You can spend 1 hour casting the ritual, which you can do during a short rest. You can only have one weapon bonded with this ritual at a time. Once you have created this bond, any Sneak Attack damage dealt with the weapon is considered necrotic instead. If you were to bond with a new weapon or the weapon is destroyed, the weapon loses this property.
Attire Of The Dead
Starting at 9th level, you as an emissary have grown powerful enough to gain the attire of the dead. You gain 60 ft. of darkvision. Also, you gain advantage to Dexterity (Stealth) checks when in dim light, and you can become fully invisible when in darkness if you are not moving. If you were to move while invisible, you immediately stop being invisible.
Ethereal Dance
At 13th level, you gain the ability to become semi-ethereal. As a Cunning Action, you let your body enter into a gloomy state. You are able to walk through creatures, objects, and terrain, as if it were difficult terrain. Also, you gain resistances to all damage except radiant damage while in this state until the beginning of your next turn. If you were to end up inside a creature, object or inside terrain, you take 2d8 Force Damage. You are pushed out into any 5 ft. open space of your choice once this effect ends if you were inside a creature, object or terrain. You can only use this feature once per short or long rest.
Tool Of The Fallen
Starting at 17th level, your spiritual power allows you to convert your weapon into a magical scythe.
You can use an Action to transform your Emissary's Blade weapon, it shifts and molds into a large scythe which has a semi-ethereal blade. The weapon is considered a magical and simple weapon which you are proficient in. It deals 2d8 slashing damage, 2d8 necrotic damage on a hit and it has the finesse, two-handed, and reach properties. This effect last for 1 minute or fall unconscious. The weapon returns to it's previous form after the duration.
In addition, every time you kill a creature with this weapon, you regain a use of your Ethereal Dance feature.
Once you use this feature, you can't use it again until you finish a long rest.
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