Rogue
Base Class: Rogue
 

Shadow of the Dark Brotherhood

The Shadow of the Dark Brotherhood is a rogue who has sworn allegiance to the sinister and mysterious order of assassins known as the Dark Brotherhood. Drawing power from the Void and the dark deity Sithis, these assassins are more than mere killers—they are instruments of fate, executing contracts with cold precision and otherworldly skill. Shadows are feared and respected for their ability to vanish into the shadows, strike unseen, and bind the souls of the slain to their eternal servitude.

Subclass Features

Level 3: Shadows of the Void

  • Assassin's Creed: Upon taking this archetype, you gain proficiency in the Deception and Stealth skills if you don't already have them. Additionally, you can use your Dexterity modifier in place of Charisma when making Persuasion checks to make deals, threats, or negotiate contracts, reflecting your dark and persuasive presence.
  • Mark of the Black Sacrament: You learn the Hunter's Mark spell, which you can cast once per long rest without expending a spell slot. When you cast Hunter's Mark using this feature, it doesn't require concentration, and its duration is doubled, allowing you to track and hunt your target with relentless focus.
  • Silent Strike: When you attack a surprised creature, your weapon attacks score a critical hit on a roll of 18-20. Your expertise in striking from the shadows ensures that your first blow is often the last thing your target ever experiences.

Level 9: Unseen Slayer

  • Shrouded in Shadows: You can use the Invisibility spell as a bonus action once per short or long rest. While invisible, your movement does not provoke opportunity attacks, allowing you to slip through the battlefield unseen and unheard.
  • Whispers of Sithis: You can cast the Detect Thoughts spell once per long rest. When casting this spell, you can sense the presence of thoughts within 60 feet of you, even through barriers, though you cannot read them unless you focus on a creature as per the spell's normal rules. This ability allows you to sense the presence of others, making it nearly impossible to be caught off guard.

Level 13: Dreadful Blade

  • Executioner’s Strike: Once per turn, when you hit a creature with a weapon attack, you can force the target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is frightened of you until the start of your next turn. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), regaining all expended uses after a long rest. Your strikes carry an aura of dread, causing even the bravest foes to falter in your presence.
  • Eternal Servitude: When you kill a humanoid, you can perform a 1-minute ritual to bind their spirit to your service. This functions as the Animate Dead spell, but the creature remains under your control indefinitely unless destroyed. This allows you to raise an army of the dead, each one bound to your dark will.

Level 17: Voice of the Night Mother

  • Sithis' Embrace: When you critically hit with a weapon attack, you regain hit points equal to the damage dealt. If this attack reduces the target to 0 hit points, you can choose to gain temporary hit points equal to your rogue level. The dark power of Sithis sustains you, turning death into a source of strength.
  • Spectral Assassin: As an action, you can summon a shadowy assassin to aid you. This functions like the Summon Greater Demon spell, but the creature summoned is a shadowy wraith under your control, following your verbal commands without risk of breaking free. The wraith disappears after 1 hour or when reduced to 0 hit points. You can use this feature once per long rest. The spectral assassin is a manifestation of the Night Mother's will, and it strikes down your enemies with deadly precision.

Assassin's Creed

You gain proficiency in the Deception and Stealth skills if you don't already have them. Additionally, you can use your Dexterity modifier for Persuasion checks when making deals, contracts, or threats.

Mark of the Black Sacrament

You learn the Hunter's Mark spell and can cast it once per long rest without expending a spell slot. When you cast Hunter's Mark, it doesn't require concentration, and its duration is doubled.

Silent Strike

When you attack a surprised creature, your weapon attacks score a critical hit on a roll of 18-20.

Shrouded in Shadows

You can use the Invisibility spell as a bonus action once per short or long rest. Additionally, while you are invisible, your movement doesn't provoke opportunity attacks.

Whispers of Sithis

You can cast the Detect Thoughts spell once per long rest. When casting this spell, you can sense the presence of thoughts within 60 feet of you, even through barriers, but can't read them unless you focus on a creature as per the spell's normal rules.

Executioner’s Strike

Once per turn, when you hit a creature with a weapon attack, you can force the target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is frightened of you until the start of your next turn. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and regain all uses after a long rest.

Eternal Servitude

When you kill a humanoid, you can perform a 1-minute ritual to bind their spirit to your service. This functions as the Animate Dead spell, but the creature remains under your control indefinitely - should you make a second one or the first is destroyed the original turns to a pile of black ash (you may only have one active at a time).

Sithis' Embrace

 

When you critically hit with a weapon attack, you regain hit points equal to half the damage dealt. If this reduces the target to 0 hit points, you can choose to gain temporary hit points equal to your rogue level.

 

Spectral Assassin

As an action, you can summon a shadowy assassin to aid you. This functions like the Summon Greater Demon spell, but the creature summoned is a shadowy wraith under your control, following your verbal commands without risk of breaking free. The wraith disappears after 1 hour or when reduced to 0 hit points. You can use this feature once per long rest.

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