Base Class: Rogue
Savant of Secrets:
3rd level Shadow Revenant feature:
At 3rd level, when you choose this subclass, you have really honed your skills as a charlatan. As such, you know just how to get all the precious information you need out of your targets. You gain expertise in the Deception and Insight skills.
Void Terror:
3rd level Shadow Revenant feature:
Also at 3rd level, you gain the ability to strike with supernatural potency in the darkest conditions:
- You gain Blindsight, allowing you to see normally through magical and non-magical darkness out to a range of 15 feet.
- While you are in an area of darkness (either magical or non-magical), you have the benefits of Total Cover (Reminder: a creature with total cover cannot be targeted directly by any attack or spell, although some spells can reach such a target by including it in an area of effect).
- Beginning at 5th level, you learn the Darkness spell, and you may cast it for free once per long rest (at base 2nd level only). Charisma is your spellcasting ability for this Darkness spell.
- When you use your action to cast Darkness, you may make one weapon attack with your bonus action.
Shadow Sprint:
9th level Shadow Revenant feature:
As an action on your turn, you dissolve into an ethereal shadow in order to run up to 15 feet in a straight line:
- This movement does not provoke opportunity attacks, and you may move freely through creatures and solid objects. If you end your turn inside the space of a solid creature or object, you are forcefully shunted to the closest space within 5 feet, and you take 1d6 force damage for every 5 feet travelled this way.
- You may apply damage to any creature of your choice that you pass through during this movement.
- The damage equals half your sneak attack dice (rounded up) and the damage type is either necrotic, piercing, or slashing (your choice). This damage is considered magical for the purposes of overcoming resistance.
- You may take this action a number of times per day equal to your proficiency bonus, and you regain all spent uses after finishing a long rest.
Spirit Puppeteer:
13th level Shadow Revenant feature:
Upon reaching 13th level, your mastery of shadows has granted you the ability to possess targets that you have weakened:
- When you deal damage to a creature with your sneak attack, you may force that creature to make a charisma saving throw.
- The DC equals 8 + your dexterity modifier + your proficiency bonus.
- On a failure, you turn into a gaseous shadow and forcefully take over the body of your target. For the duration, you are possessing the target's body, and can continue to do so for the duration, while concentrating (as if concentrating on a spell).
- During this possession, the target is incapacitated and loses complete control of its body and all abilities. You now control the body, though the target does keep their awareness.
- You cannot be targeted by any attack, spell, or other effect, besides the effects of Dispel Evil & Good, or Turn Undead; both of which cause you to be expelled from your target to a space of your choice within 5 feet of your target.
- While possessing your target, you retain access to your Intelligence, Wisdom, and Charisma scores, but take on the physical attributes of your target, as well as gaining use of their STR, DEX, and CON score, attacks, senses, and certain abilities (excluding its memories, all lair actions, all legendary actions, all spells known, and all proficiencies). Additionally, you can speak with the target’s voice, if it can speak a language, but you may only speak languages that you know.
- The possession ends after the duration, or if you lose concentration, or the target drops to 0 hit points, or if you choose to end it with a bonus action.
- You may only possess one target at a time, and only for a maximum of 1 hour, at which time you appear anywhere of your choice within 5 feet of the target. During this time, you cannot benefit from resting, as you are concentrating on maintaining control of the possessed target.
- At 17th level, you may maintain this possession for up to 8 hours, while concentrating.
- At 20th level, possession through this feature no longer requires concentration (meaning you may now benefit from resting, should you choose to), and the maximum duration increases to 24 hours.
- On a success, the target is not possessed, but has their speed reduced to 0 until the end of their next turn, and they cannot benefit from any bonus to their speed.
- You may use this feature twice per day, regaining all spent uses after finishing a long rest.
Sinister Sabotage:
17th level Shadow Revenant feature:
Upon reaching 17th level in this class,
- When you deal damage to a creature with your sneak attack, you can force the target to make a wisdom saving throw.
- The DC equals 8 + your dexterity modifier + your proficiency bonus.
- On a failure, the target gains vulnerability to all damage until the end of its next turn, retroactively including the damage of the triggering attack.
- On a success, the target makes all ability checks and attacks with disadvantage until the end of its next turn.
- You may use this feature once, refreshing after finishing a short or long rest.
Savant of Secrets
At 3rd level, when you choose this subclass, you have really honed your skills as a charlatan. As such, you know just how to get all the precious information you need out of your targets. You gain expertise in the Deception and Insight skills.
Void Terror
Also at 3rd level, you gain the ability to strike with supernatural potency in the darkest conditions:
- You gain Blindsight, allowing you to see normally through magical and non-magical darkness out to a range of 15 feet.
- While you are in an area of darkness (either magical or non-magical), you have the benefits of Total Cover (Reminder: a creature with total cover cannot be targeted directly by any attack or spell, although some spells can reach such a target by including it in an area of effect).
- Beginning at 5th level, you learn the Darkness spell, and you may cast it for free once per long rest (at base 2nd level only). Charisma is your spellcasting ability for this Darkness spell.
When you use your action to cast Darkness, you may make one weapon attack with your bonus action.
Shadow Sprint
As an action on your turn, you dissolve into an ethereal shadow in order to dash up to 15 feet in a straight line (this movement is in addition to your regular speed and does not require you to use any of your movement):
- This movement does not provoke opportunity attacks, and you may move freely through creatures and solid objects. If you end your turn inside the space of a solid creature or object, you are forcefully shunted to the closest space within 5 feet, and you take 1d6 force damage for every 5 feet travelled this way.
- You may apply damage to any creature of your choice that you pass through during this movement.
- The damage equals half your sneak attack dice (rounded up) and the damage type is either necrotic, piercing, or slashing (your choice). This damage is considered magical for the purposes of overcoming resistance.
- You may take this action a number of times per day equal to your proficiency bonus, and you regain all spent uses after finishing a long rest.
Spirit Puppeteer
Upon reaching 13th level, your mastery of shadows has granted you the ability to possess targets that you have weakened:
- When you deal damage to a creature with your sneak attack, you may force that creature to make a charisma saving throw.
- The DC equals 8 + your dexterity modifier + your proficiency bonus.
- On a failure, you turn into a gaseous shadow and forcefully take over the body of your target. For the duration, you are possessing the target's body, and can continue to do so for the duration, while concentrating (as if concentrating on a spell).
- During this possession, the target is incapacitated and loses complete control of its body and all abilities. You now control the body, though the target does keep their awareness.
- You cannot be targeted by any attack, spell, or other effect, besides the effects of Dispel Evil & Good, or Turn Undead; both of which cause you to be expelled from your target to a space of your choice within 5 feet of your target.
- While possessing your target, you retain access to your Intelligence, Wisdom, and Charisma scores, but take on the physical attributes of your target, as well as gaining use of their STR, DEX, and CON score, attacks, senses, and certain abilities (excluding its memories, all lair actions, all legendary actions, all spells known, and all proficiencies). Additionally, you can speak with the target’s voice, if it can speak a language, but you may only speak languages that you know.
- The possession ends after the duration, or if you lose concentration, or the target drops to 0 hit points, or if you choose to end it with a bonus action.
- You may only possess one target at a time, and only for a maximum of 1 hour, at which time you appear anywhere of your choice within 5 feet of the target. During this time, you cannot benefit from resting, as you are concentrating on maintaining control of the possessed target.
- At 17th level, you may maintain this possession for up to 8 hours, while concentrating.
- At 20th level, possession through this feature no longer requires concentration (meaning you may now benefit from resting, should you choose to), and the maximum duration increases to 24 hours.
- On a success, the target is not possessed, but has their speed reduced to 0 until the end of their next turn, and they cannot benefit from any bonus to their speed.
- You may use this feature twice per day, regaining all spent uses after finishing a long rest.
Sinister Sabotage
Upon reaching 17th level in this class, you can turn your sneak attack into a potential finishing blow.
- When you deal damage to a creature with your sneak attack, you can force the target to make a wisdom saving throw.
- The DC equals 8 + your dexterity modifier + your proficiency bonus.
- On a failure, the target gains vulnerability to all damage until the end of its next turn, retroactively including the damage of the triggering attack.
- On a success, the target makes all ability checks and attacks with disadvantage until the end of its next turn.
- You may only target one creature at a time with this feature.
- You may use this feature once, refreshing after finishing a short or long rest.
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