Rogue
Base Class: Rogue

Be it Reanimation Or Dark Magic your Roguish ways has allowed you to tap into unknown magics that you bend to your will helping you assassinate your foes and move your way through the criminal underworld. Your Blades are imbued with dark magical powers, your ability to communicate with the dead allows you to control souls your blades take.

Soul Taker

When killing an enemy (That has a soul) your Eldritch Blades will take their souls and then three times a long rest you can conjure the soul of an enemy you killed.

Conjure Soul

You can conjure the soul of an enemy you killed. Also you can have them fight for you.

Soul Absorber

Instead of Conjuring their souls You absorb their souls Gaining two traits of that soul.

Soul Magic

Because of your taking of souls you can bind them into Dark magics and curses.

Wraith Form

You can Walk on the plane of spirits and travel around the battlefield faster. you spend a bonus action becoming a wraith which can only be seen if the person has see invisibility cast or succeeds a perception check with a DC of 17. your walking speed is tripled and movement becomes a bonus action although attacking brings you make to your material form.

Control Body

You temporally leave your soul and Take over someones body. your body is vulnerable in this state and can still take damage. Also to take over their body they must fail a CON save of 16 

and you must succeed a CON save of 14 to inhabit their body for each turn afterwards.

Wave of Knives

You Conjure 4 Knives (2d4 damage each) that you can control on the battlefield. each have 1d6 hit points.

Eldritch Thievery

You use dark spells to pick pocket, deceive and unlock pathways to places they shouldn't be. gain Triple Advantage to anything to do with thievery. 

Eldritch Corruption

Totem of Madness - When placed anyone in a 30 feet radius will need to succeed a CON save with a DC of 15 if they fail they gain Dis-Advantage on their next three actions.

Totem of Trust - Much like Charm if anyone in the radius of the totem will have to do a CHA save with a DC 15.

Totem of Stuck - If anyone within the radius fails a STR save with a DC 15 they cant move until the totem is Dispelled.

Totems can Be destroyed with any attack that deals enough damage

A Totems Hit dice are 4d4

Totems are dispelled after 5 turns or you go unconscious.

Additional Fighting Style

You get to choose an additional fighting style.

Archery

you gain a +2 bonus to attack rolls made with ranged weapons

Defence

While you are wearing armour, you gain +1 to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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