Base Class: Rogue
Subclass Identity
White Rose Rogues are not mere assassins—they are mediums of mortality. They hear the dead, feel the pull of the afterlife, and use that connection to weaken the living and guide souls onward. Where other rogues deal in shadows, you deal in the space between heartbeats.
Afterlife Initiate
When you choose this archetype at 3rd level, you gain the following features:
Afterlife Connection
You are attuned to the veil between worlds.
•You gain advantage on saving throws against being frightened.
•You can telepathically communicate with any creature within 30 feet that shares a language with you.
•As a bonus action, you can focus on a creature you can see within 30 feet:
•You learn whether it is at full health, bloodied (below half HP), or near death (below 25%).
Ethereal Bloom
You carry a spectral white rose, bound to your soul.
•You have advantage on saving throws against disease and poison.
•As a bonus action, you can cause the rose to bloom for 1 minute:
•Once per turn when you deal Sneak Attack, you deal an extra 1d6 necrotic damage.
•You gain temporary hit points equal to your proficiency bonus when you reduce a creature to 0 HP.
Uses: Proficiency Bonus per long rest
Petals of Passing
Soul-Touched Strike
When you hit a creature with Sneak Attack, you can force it to make a Constitution saving throw:
•DC = 8 + Proficiency Bonus + Dexterity modifier
On a failure:
•The target takes an additional 2d8 necrotic damage
•The target cannot regain hit points until the start of your next turn
On a success:
•Takes half damage, no additional effects
Uses: Proficiency Bonus per long rest
Veil Sense
You can briefly glimpse beyond life:
•You gain Blindsight (10 ft) against creatures that are:
•Invisible
•Ethereal
•Undead
Veilwalker
Step Between
As a bonus action, you can partially phase into the Ethereal Plane (@level 15 partially becomes fully) :
•You gain:
•Resistance to all damage except force and radiant
•Can move through creatures and objects (difficult terrain)
Duration: 1 minute
Uses: Once per long rest
If you end your turn inside an object, you are pushed out and take 1d10 force damage.
Whispers of the Departed
When a creature dies within 30 feet of you:
•You can use your reaction to capture its fading essence
•You gain one of the following (your choice):
•Advantage on your next attack roll
•Add +2d6 to your next damage roll
•Become invisible until the end of your next turn
Requiem of the White Rose
Death’s Bloom
As an action, you unleash the full power of the White Rose.
All creatures of your choice within 30 feet must make a Wisdom saving throw:
•DC = 8 + Proficiency Bonus + Dexterity modifier
On a failure:
•Take 6d8 necrotic damage
•Become frightened of you for 1 minute
•Speed reduced to 0 until the end of their next turn
On a success:
•Take half damage and are not frightened
Final Petal
Once per long rest, when you reduce a creature to 0 HP:
You can choose to capture its soul:
•You gain one of the following benefits for 1 minute:
•Advantage on all attack rolls
•Your Sneak Attack deals maximum damage
•You regain hit points equal to half your max HP
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