Rogue
Base Class: Rogue

Through a mixture of Training, personal experience, and the blessing of the Queen of Night and Magic, you have mastered the art of killing Undead who fear the sun’s light—the queen’s night holds no safety for such creatures. Some heralds see themselves as righteous freedom fighters, battling to receive what they feel is their due, but just as many are simple thugs and thrill seekers, vying to pit themselves against worthy foes. Regardless of their motivations, they are largely viewed as heretics by their own people and with tentative suspicion by most others.

Heraldic Proficiencies

When you choose this archetype at 3rd Level, you gain proficiency with longbows and Shields. In addition, you gain proficiency in the Arcana and Religion Skills if you don’t already have it.

Weapon of the Night Star

As a bonus action, you can manifest a magical rapier of starlight in your empty hand. This weapon is:

  • A finesse, light weapon (2d6 damage, no thrown).

  • Counts as magical and deals radiant or force damage (choose when created).

  • Adds your Charisma modifier to attack and damage rolls while in dim light or darkness.

You can dismiss the weapon as a free action. It vanishes if it’s more than 5 feet from you for 1 minute or longer. You can only have one summoned at a time.

Sneak Attack Upgrade: When you hit with Sneak Attack, you deal extra damage equal to twice your proficiency bonus. This extra damage is force damage, and doubles against Undead.

Gloamstride

You can vanish into magical shadow with a flicker of divine power. When you are in dim light or darkness and a creature targets you with an attack, you may use your reaction to:

  • Turn invisible until the start of your next turn.

  • Teleport up to 15 feet to another space you can see in dim light or darkness.

You can use this feature proficiency bonus times per short rest.

Umbral Afterimage

You move like a flicker of star-shadow, leaving illusions in your wake.

When you move at least 10 feet on your turn (voluntarily), you create a phantom afterimage in your space until the start of your next turn.

The first attack made against you each round has disadvantage if the attacker can see the afterimage.

If you are in dim light or darkness, you instead create two afterimages and the first two attacks suffer the effect, and the attacker must roll twice and take the lowest of the two results — this stacks with any existing disadvantage, including from the first section of this feature.

You can suppress or reactivate this feature as a bonus action.

Star of Silent Judgment

You become the Queen’s living decree — each blow you land silences the wicked and defies resurrection.

When you deal Sneak Attack damage to a creature, you may choose to imbue it with one of the following effects (no save). You may do this a number of times equal to your proficiency bonus per short rest:

  • Seal the Grave – The target cannot regain hit points and has disadvantage on Constitution saving throws until the end of your next turn.

  • Shadowbind – The target’s speed is halved, and it can’t take reactions until the start of its next turn.

  • Starflare Brand – The target is surrounded by luminous sigils that shed dim light in a 10-foot radius and cannot become invisible or benefit from being hidden or obscured until the end of your next turn.

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