Rogue
Base Class: Rogue

Since the distant year of 1407 DR, the enigmatic craft of bone carving has woven its somber threads through the tapestry of time, with roots possibly entwined with the ancient and lost civilization known as the Netherese. In the earliest of days, it was the realm of shamanistic artisans, these scrimshanders of yore, who reverently harnessed the remains of the animal kingdom, shaping their bones with a reverence that bordered on the sacred. From these calcified relics, they coaxed forth the very essence of nature to fashion enchanted talismans that hummed with the primal magic of the earth.

Alas, this once hallowed art has been usurped and grotesquely reshaped. A clandestine and sorrowful coterie of death's most fervent devotees has emerged from the shadows, ensnaring the craft in their chilling embrace. They possess a ghastly ingenuity, a darkened flipside to the coin of creativity, which has led them to an unholy revelation: the malevolent sculpting of mortal spirits into the bones themselves. These perverse practitioners have learned to imbue their ghastly creations—be it weapon or armor—with an aura of necrotic energy, an affront to the natural order that is both formidable and fearsome in its unhallowed potency.

 You have mastered the hallowed craft of bone carving, an ancient practice steeped in tradition and carried forward by those who possess both a deep veneration and an eerie captivation with the finality of death. You drape your form in the macabre relics of those vanquished by your hand. You have been initiated into a secretive ceremony, one that harnesses the lingering necrotic essence of your fallen adversaries to bolster your shadowy endeavors.

Bone Blades

When you select this archetype at third level,

You may dedicate an entire day to carving and enacting a ritual with the bones of your fallen enemies, resulting in the creation of two bone daggers. Should you engage in combat wielding both weapons, you are entitled to apply your ability modifier to the damage inflicted by the secondary attack. Moreover, landing a ranged attack with a thrown weapon bestows upon you a +2 bonus to the damage roll. These daggers are mystically linked to your being. Once a weapon is bonded to you, you remain armed with it unless rendered incapacitated. Provided it exists within the same plane of reality, you may summon the weapon with a bonus action during your turn, thereby causing it to materialize instantly in your grasp. This weapon is considered an indestructible magical object for the intent of surpassing resistances and immunities to non-magical attacks and damage

Chill Touched

when you reach the fifth level, you possess an enhanced comprehension of your bone blades and their voracious potential. When executing a melee sneak attack with your bone blades, you may choose to inflict the blades' festering damage instead of your standard sneak attack damage.

 Furthermore, with the Chill Touch ability, a successful sneak attack allows your blade to inflict necrotic damage. Upon striking, the target suffers 1d8 necrotic damage and is unable to regain hit points until the beginning of your next turn. Additionally, it receives a disadvantage on attack rolls against you until the end of your next turn.

Increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Necrographer

At the ninth level, you can affix the bones of your defeated adversaries to your armor, thereby enhancing your Armor Class by an additional 2 points.

As a bonus action, you can activate your armor to emit a deathly miasma. Upon activation, you receive temporary hit points equal to 1d6 plus your rogue level. Furthermore, each hostile creature within a 30-foot radius must undertake a Constitution saving throw. A creature that fails this saving throw within 30 feet of you suffers necrotic damage equivalent to 2d10 plus your rogue level, while a creature that succeeds takes only half of this damage. This effect persists for one minute unless concentration on the ability is lost. 

The frequency of this effect's usage is tied to your proficiency bonus.

Deathwalker

At Level 13, you gain the ability to become invisible. This invisibility lasts for one hour or until you attack a creature. If you attack a creature while invisible, the target suffers necrotic damage equal to 1d8 plus your proficiency bonus and becomes frightened of you until the end of its next turn. You must complete a short rest before you can use this feature again.

Master Putrescent

At the seventeenth level, you have become a master of decay. You are immune to necrotic damage and your inflicted necrotic damage is not subject to resistances.

Additionally, you may target one creature by directing negative energy through it, so long as the creature is visible to you and within range. This energy causes excruciating pain. The target is required to make a Constitution saving throw with a difficulty of 16. On a failure, the creature sustains 7d8 + 30 necrotic damage, while a successful save results in only half of that damage.

Should a humanoid be slain by this spell, it will resurrect at the start of your subsequent turn as a zombie. This undead will be eternally obedient to you, executing your verbal commands to the utmost of its abilities.

You have the power to invoke this ability once each day.

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