Base Class: Rogue
In the darkness surrounding the walls of the great city Effross, Jarolin sat and watched. He knew the layout of the city; he had studied it for some time to prepare for this mission. Tonight this would be his final test and once complete he would be a full fledged member of the NightBlade guild. Tonight he would track and find the wealthy lord Sareril, a high elf that refused to pay the guild for serves’ rendered, and it was Jarlins job to ensure that Sareril paid dearly for this insult. Dressed in dark, form fitting clothing, Jarolin was a medium size human, and like all members of the guild, had a powerful mind. With no more sound than the wind, Jarolin moved through the brush of the forest and closer to the city wall where two guards were talking in low tones. Crouching low behind a tree he watched them for a few minutes until he was sure that they hadn’t heard his passage and that they were alone. Concentrating on the task ahead. He pulled out two small, curved blades then focused on one of the men. What happened next for anyone who might have been watching was a blur. Jarolin pushed one man into the other with his telekinetic push and rushed forward. The two stunned men did not see death coming for them. With a smooth motion, Jarolin stabbed the first man in the back if his neck, driving the blade up and into the man’s brain. The second fell to a knife thrust to the heart. They both died without so much as making a sound.
With that done, Jarolin dragged the bodies off into the woods so that they wouldn’t be noticed until the morning. He looked back to the high wall and jumped, again using the power of his mind to propel him up to the top of the wall where he could get a good look inside the city, he spotted the house of his mark instantly. He could feel where he was, the masters of the guild had given him a small lock of Sareril’s hair to track with. Jarolin dropped down to the streets and used the shadows around him to slowly make his way over to Sareril’s home. Once there he went around to the eastside of the large estate and spotted what he wanted, the servants’ entrance. He had watched the men and women come and go for the last few days so he knew the faces of the servants that should be there at this time of night, he also knew of one that would be missing, for he took care of that slight problem earlier in the day. Jarolin closed his eyes and thought of the face of a young man, letting ectoplasm seep from his pores, his face slowly turned into that of the young man. Jarolin then walked into the estate and went straight to the master’s quarters.
Knocking lightly on the door, Jarolin waited for Sareril’s voice to give him permission to enter, then walked in and closed the door behind him. The lord of the estate turned to him with slight annoyance in his look.
“What is it Jaonnor?” Asked Sareril, Jarolin smiled softly and put a telekinetic force field on the door just to be safe.
“Good eve Lord Sareril” said Jarolin in his own voice. Sareril noting the voice of this person as not belonging to his servant took a step back and watched him carefully.
“Who are you and how did you get into my home?” Asked Sareril, as his eyes quickly glanced to the long sword sitting on the mantel of the fireplace, then back to the person at the door, a person that seemed to be shedding Jaonnor’s skin.
“I am Death Lord Sareril, and I have come to collect on a debt in which you owe.”
In the morning when the servants of the manor woke and began their day, one found what was left of the late Lord, along with a note written in his own blood, it read “May the Gods protect those who fail to honor their debts, for no one else will.”
The NightBlades are a guild of assassins that have been trained from a very early age to kill with all types of weapons including their powerful psionics abilities.
The Nightblades are a guild of psychic assassins that have grown to great power in the Illuorian Empire. This guild trains its members to use not only their body as a killing weapon, but also their formidable minds as well. It is the guilds practice to watch, and follow the bloodlines of families with a powerful psionic history, and often the guild will steal the first born of a family to incorporate into their ranks, even if that family is Noble. When the guild started some families tried to fight, or track down their missing children, but this often proved a waste of time, for the Nightblades covered their tracks well. And so now it is the best kept secret that Everyone knows... If you’re a gifted family, your children might end up taken.
Psionic Power
3rd-level Nightblade feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Telepathy. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus. Creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 500 feet of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.
Ectoplasmic Disguise. This is an enhanced control over ectoplasm that gives the psychic the ability to cover and disguise their facial features. Ectoplasm is created as normal, with the pseudo-substance rising from the pores of the skin. The ectoplasm covers the face, and any exposed skin. As it solidifies, it becomes a sort of putty-like material that can be mentally shaped and molded by the psychic. Once the desired shapes and features are achieved, the psychic can make the ectoplasm look like real flesh. The best way to create an ectoplasmic disguise is for the psychic to look at a person or a painting and concentrate on that image while the ectoplasm automatically molds into that shape/image, including skin colour. Not only can the psychic create a mask to hide their facial features, but they can also change the shape and bulk of their body with ectoplasm, adding a pot belly, muscles, a tail, or an extra eye, etc.
An ectoplasmic disguise is especially effective at a distance, but does not hold up under close scrutiny. The ectoplasm always has a bit of a 'dull' and 'pasty' appearance, regardless of skin colour. If punched, cut, scraped etc. the ectoplasmic covering will tear away and, in a matter of seconds, noticeably reform to repair the damage. The psychic must also concentrate on maintaining their disguise, which means their attention is divided and hampered. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your Deception.You can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Mind Shielding. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Telekinesis. You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Range is 60 feet.
Telekinetic Leap. This telekinetic application boosts the person's leaping ability, propelling the psychic Just like the Jump spell.
PSI-Sword
3rd-level Nightblade feature
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Invisible Haze
9th-level Nightblade feature
The powers of the mind are awesome and this is but one of the more spectacular abilities. The psychic transmits a powerful hypnotic suggestion that telepathically tells all who look upon him that they cannot see him! Thus, one moment he is there and the next second he's gone. The character and everything on his person disappears. As an action, you can become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Psi- Fighting
13th-level Nightblade feature
Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
Intuitive Combat. This is a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one round, putting himself in a Zen-like state of awareness. For the next two rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace. The character has Advantage when making attacks, ability checks, and for all saving throws.
Note: The psychic is unable to make use of any other psionic power while this power is in use. He can cancel it with a thought.
Bonuses:If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
Shred the Mind. You can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
Catatonic Strike
17th-level Nightblade feature
Catatonic Strike. The attacker gets one attack before the psychic energy dissipates.This psi-attack summons a nerve shattering force that is delivered from a stabbing attack with a blade weapon. The weapon must penetrate flesh (as deep as possible), so this attack is most effective from behind or against an incapacitated foe. The stabbing inflicts the usual amount of damage for that weapon and circumstance, plus another 2D6 Psychic damage Regardless of the amount of damage inflicted, the victim of the attack immediately falls unconscious, unless he makes an Intelligence saving throw of 16. A successful save means the character suffers only the weapon damage.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
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