Rogue
Base Class: Rogue

The Spiral is not a god, nor a demon—it is a place, a concept, a sickness of the mind. It twists reality into knots, making the impossible seem inevitable and the inevitable seem impossible. Those who walk its path do not wield weapons of steel, but of doubt. They move like ghosts through the corners of perception, warping the thoughts of their enemies until nothing feels real.

Rogues of the Whisper of the Spiral are masters of confusion, illusion, and deception. They do not rely on brute force but on disorientation—turning an enemy’s own mind against them. They flicker in and out of sight, leave false echoes of themselves behind, and strike from impossible angles. To fight them is to fight a shadow in a maze of mirrors, never knowing if the next step is solid ground or an endless fall.

Level 3: Shifting Reflection

  • Unreliable Form:
    When a creature makes an opportunity attack against you, you can use your reaction to force them to make the attack against another creature within 5 feet of you instead. The target of the attack believes, for a brief moment, that the person next to them is actually you.

  • Spiral's Step:
    When you take the Dash or Disengage action, you can briefly flicker out of sight, vanishing into the Spiral’s shifting angles. Until the start of your next turn, creatures have disadvantage on attacks against you if you moved at least 10 feet during your turn.

  • Whispered Footsteps:
    You can attempt to hide even when you are only lightly obscured, as long as there is at least one other moving creature nearby. Your presence is easy to lose track of, shifting between others like a trick of the eye.

Level 9: Maddening Afterimage

 

  • Spiral's Trick:
    As a bonus action, you can create an illusory duplicate of yourself in an unoccupied space within 15 feet. The illusion lasts for 1 minute, until you dismiss it as a free action, or until a creature physically interacts with it.

    The illusion moves with you, mimicking your actions as though it were a delayed reflection. Enemies must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) when attempting to attack you. On a failure, they target the illusion instead.

  • Shifting Target:
    Once per turn, when an enemy misses you with an attack, you can use your reaction to swap places with your illusory duplicate (if active). This movement does not provoke opportunity attacks.

 

Level 13: Spiral's Maze

 

  • Reality Unraveled:
    When you deal Sneak Attack damage to a creature, they must make a Wisdom saving throw against your ability DC. On a failure, they become disoriented for 1 minute. While disoriented, they roll a d4 and subtract it from attack rolls, ability checks, and concentration checks.

  • Vanishing Path:
    When you successfully use Steady Aim, you can choose to teleport up to 30 feet to an unoccupied space you can see, flickering out of one place and into another like a shifting mirage.

 

Level 17: The Impossible Self

 

  • Spiral’s Escape:
    When you take damage, you can use your reaction to instantly teleport up to 60 feet to a location you can see, leaving behind a shifting afterimage that lingers for 1 round before fading away. Until the start of your next turn, you are considered heavily obscured and cannot be targeted by attacks unless an enemy can see through magical darkness.

  • Labyrinth of the Mind:
    As an action, you can force a creature within 30 feet to experience a mental maze, making them believe the space around them has completely changed. The target must make an Intelligence saving throw or become stunned for 1 minute as they struggle to distinguish reality from illusion. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

    Once you use this feature, you must finish a long rest before using it again.

 

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