Rogue
Base Class: Rogue

Rogues who walk the path of the Starlight Veil are touched by the light of distant stars, granting them a unique blend of stealth and celestial magic. They are wanderers guided by constellations, whose presence is felt more in the shimmer of twilight than in the light of day. These rogues harness the ethereal glow of the night sky, allowing them to slip unseen through the world and strike with the brilliance of starlight. Often moving in shadows, they have an almost otherworldly grace, as if the night itself bends to their will. When darkness falls, they draw power from the stars, weaving their light into illusions, concealment, and radiant strikes. Those who cross paths with a Starlight Veil rogue might find themselves blinded by a flash of starlight or guided by the subtle glow of constellations that only these elusive rogues can see. They are the hidden light in the darkness, always one step ahead and one shadow away from vanishing into the night.

Spellcasting

You are a half-caster who draws spells from the Warlock spell list, allowing you to blend arcane magic with your rogue abilities.

Celestial Step

At 3rd level, as a bonus action, you can channel starlight to become ethereal, allowing you to move through creatures and objects as if they were difficult terrain until the end of your turn. If you end your turn inside a creature or object, you take 1d10 force damage and are shunted to the nearest unoccupied space. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.

Veil of the Night

Starting at 9th level, when in dim light or darkness, you can use a bonus action to become invisible until you attack, cast a spell, or enter bright light. If you remain invisible for a full minute, you regain hit points equal to your rogue level.

Constellation's Guidance

At 13th level,  As a reaction when a creature within 30 feet makes an attack roll, ability check, or saving throw, you can roll a d6 and add the result to their roll, or impose a penalty on an enemy’s roll. You can use this ability equal to your proficiency modifier you regain all uses of this feature after a short or long rest.

Starfall Strike

At 17th level, once per turn, when you hit a creature with a weapon attack, you can cause searing starlight to burst from the wound. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be blinded until the end of your next turn and take 4d8 radiant damage (half on a success). You regain this feature after a long rest.

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