Base Class: Rogue
The Slasher is a shadowy figure that thrives on fear and precision strikes. Unlike other rogues who rely on subtlety and finesse, the Slasher revels in the chaos of close combat, preferring to bring the fight to their enemies with brutal efficiency.
Feral Assault
Starting at 3rd level hen you use the Dash action and move at least 20 feet in a straight line towards a creature, you can use your bonus action to make a melee weapon attack against that creature. you can choose to inflict a deep wound on the target. The target must make a Constitution saving throw against your rogue spell save DC. On a failed save, the creature gains broken status being unable to heal for 2 turns and takes additional damage equal to your sneak attack damage at the start of each of its turns until it receives magical healing or spends an action to make a successful Wisdom (Medicine) check against your rogue spell save DC.
Pig Pen
Starting at 3rd level you gain the ability to craft and set lethal traps to catch your enemies off guard. During a short rest, you can create a number of traps equal to your Intelligence modifier (minimum of one). These traps can be placed in areas of your choice and remain active for 24 hours or until triggered. When a creature triggers a trap, it takes piercing damage equal to your sneak attack damage plus your Intelligence modifier, and it must succeed on a Dexterity saving throw against your rogue spell save DC or become restrained until it uses an action to free itself.
Dollhouse of Horrors
Starting at 9th level you gain the ability to create an illusory environment of terror and confusion. As an action, you can create an illusory area in a 30-foot cube centered on you. Creatures within the area must make a Wisdom saving throw against your rogue spell save DC. On a failed save, a creature becomes frightened of you and has disadvantage on ability checks and attack rolls while within the area. The illusion lasts for 1 minute or until you dismiss it as a bonus action.
Stalker
Starting at 13th level you become a relentless force of death, always watching, always hunting. You gain the ability to sense the heartbeat of creatures within 120 feet of you, allowing you to pinpoint their locations even through walls and barriers.
Phantom Killer
Starting at 17th level you have become a silent killer, able to silently glide through the night. You gain the ability to mark a target as your prey, stalking them with relentless determination, as a bonus action on your turn, you can choose a creature you can see within 60 feet of you and mark it as your prey. You maintain this mark as long as you can see the target, and it remains marked until you choose to mark a different creature or until the target is reduced to 0 hit points.
While a creature is marked as your prey, you gain the following benefits:
*Advantage on the attack roll against the creature.
*Your prey will become exposed dealing crit damage.
You can only do this once per short or long rest.
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