Rogue
Base Class: Rogue

Willingly or not, the Shadowfell tainted you and the mysterious Raven Queen has sent to you a sinister envoy. 
As you walk by the side of destiny and death, in the form of a croaking companion, you may learn to use the feathered shadows to your advantage. 

The raven from beyond the veil

At level 3, you gain an immortal shadowy companion sent to follow you in your journey to accomplish the Raven queen biddings. Often the bearer of messages from the other side of the veil, the raven can also sometimes help you in your quest. As a bonus action you can ask him for his help. If he wants to, the raven can move up to his speed and use the help action to distract an enemy or help in other similar ways.

When you ask for his help, you might get a different reaction than expected. Using a charisma check of your choice.
If you get a nat 1, the raven use Vicious Mockery on you, possibly hurting your feelings.
If the result is under 5, the raven will do nothing.
From 5 to 15, the raven will do as you asked.
From 16 to 19, the raven will use Vicious Mockery on a target of your choice, if none are available, he does nothing.
If the score is higher than 19, but not a nat 20, he will use Vicious Mockery or do the help action depending on your preference.
If you get a nat 20, the raven will use Vicious Mockery on a target of your choice AND help the way you asked him.

When using vicious Mockery, the raven has a spell DC of 8 + your character’s proficiency + 3, the cantrip is also used considering your level to determine the number of dice to roll for damage. The Raven has the game statistics of a normal raven with an intelligence of 12 and a charisma of 16. It’s shadowy appearance gives disadvantage to attacks against him. When it reaches 0 HP, it takes 1d4 rounds before it reappears on the rogue’s shoulder, where it usually prefer to stay. It cannot use the attack action. The raven can talk and understand common and elven.
Depending on the task asked and how the raven perceived you at that moment, the DM can decide of a proper DC for the charisma check. For example, if the task is to trigger a trap, the DC would be higher. If the bird feels mistreated, he might cease to answer to the rogue's commands for an extended period of time.

Mark of destiny

As a bonus action, you can mark a creature that you can see.
You always know the location of your mark, if you are on the same plane of existence. Your mark lasts until you dismiss it or until you use it to mark another creature.
A remove curse can remove it, however, the target first needs to succeed an 18 DC arcana check when it is applied, to know the mark properties.

Raven Queen's guidance

The Raven Queen offers her guidance to those who do her biddings.
When you chose this subclass, you gain proficiency in survival or investigation, to track down her foes.

Blurred shadows

At 9th level, you learn to blur yourself as does your raven, through your connection to the Shadowfell.
As an action, twice per day , you can veil yourself, giving disadvantage to attack rolls against you for the next minute.

Death's mercy

If death is already written upon your foes, at 13th level, you learn to seal their fate in a faster and more merciful way.
Once per turn, when using your sneak attack on an already wounded creature, you can use your reaction to add half your sneak attack dice as necrotic damage, rounded down.

Dark synergy

Your bond with your raven companion is stronger and can be used for strategic positioning.
At 17th level, you can sacrifice 30 ft of mouvement to switch place with your raven companion.

Previous Versions

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