Rogue
Base Class: Rogue

Whether you know it or not, you are not fully of the kind you appear to be. Another form Sleeps within you, waiting until the opportune moment to make itself known. You may have been sent to infiltrate the world you now find yourself in at the behest of your true kin, or perhaps your presence here is merely benign. In any case, your inner form is violent and jarring to those you adopt the facade of. Remember that what you are is not left hidden without reason.

Awakening

When you choose this archetype at 3rd level, you become aware of your true nature. You learn a language of your choice, then you choose a creature type and a damage type other than force damage. As a bonus action, you gain the ability to Awaken for number of minutes equal to your Rogue level. While Awakened, you gain the following features:
•You become the chosen creature type.
•Your next attack roll you make this turn has advantage.
•You gain two natural weapons called your Internal Weapons. They each count as a simple melee weapon with which you are proficient. They deal 1d6 piercing damage on a hit and have the finesse, reach, and thrown properties (range 30/90). Your Internal Weapons do not require a hand to wield them, but can still be used for Two-Weapon Fighting. Additionally, making a ranged attack with one of your Internal Weapons does not remove your ability to use that weapon.
•Whenever you deal Sneak Attack damage with one of your Internal Weapons, you may replace the bonus damage's type with the chosen type.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Predator

Starting at 9th level, whenever you use your Bonus Action to make a Cunning Action while you are Awakened, you may attempt to strike terror into a creature that could see or hear you at any point this turn. Target creature must make a Wisdom saving throw against a DC equal to you passive Intimidation score. On a failure, that creature is frightened of you for a minute, and can reroll its Wisdom save at the end of each of its turns. On a success, the creature is immune to this feature until the next dawn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Alien Nature

Starting at 13th level, you can allow others the impression that you are not all you seem. You gain the ability to give yourself advantage on any Charisma ability check against creatures that are unaware of your true nature. Regardless of if your check passes or fails, those you tried to influence may be left with some insight into what you are.

Reflexive Emergence

Starting at 17th level, whenever initiative is rolled, if you are not Awakened, you may use your reaction to Awaken, move up to 30 feet, and make an attack against a creature within range with one of your Internal Weapons.

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