Rogue
Base Class: Rogue

At 3rd level, you bond with a Kakari, an orb of condensed magical essence that merges with your body. It is indestructible and cannot be removed against your will while you are alive.

Level 3: The Living Shroud

The Kakari acts as a second skin. You gain the following benefits:
• Shadow Integration: You can stow or retrieve the orb as a bonus action. When stowed, it sinks into your skin, appearing as a metallic tattoo or a slight discoloration.
• Inherent Stealth: You have advantage on Stealth checks while in dim light or darkness.
• Devour Magic: As a reaction when you are targeted by a spell of 1st level or higher, you can use the Kakari to attempt to absorb it. Make a Dexterity saving throw (DC = 10 + \the spell's level). On a success, you take no damage/suffer no effects, and the orb glows.
• Note: Using this feature adds a “Talent Point” the orb. You cannot use it again until you spend the absorbed energy.

Level 3: Talent of the Night Angel

The orb grants you "Talent," allowing you to manifest supernatural effects. You have a pool of Talent Points equal to your Rogue level. You regain all points on a long rest. You can spend points to:
• Vantablack Cloak (1 pt): As a bonus action, you become invisible until the start of your next turn or until you attack.
• Molecular Edge (1 pt): When you hit with a Sneak Attack, you can turn the damage type into Force or Necrotic as the orb coats your blade in its essence.

Level 9: Kinetic Adaptation

Your bond with the orb deepens, allowing you to move like Shadow.
• Liquid Movement: You gain a climbing speed equal to your walking speed, and you can move across vertical surfaces or ceilings while leaving your hands free.
• Devour Essence: When you reduce a creature to 0 hit points, the Kakari feeds. You regain 1 spent Talent Point.

Level 13: Black Spirit Manifestation

You can now project the Kakari’s power outward.

Shadow Lash: Your melee reach increases by 10 feet as the orb extends oily, black tendrils from your limbs.

Soul-Draining Strike: Once per turn, when you deal Sneak Attack damage, the target must succeed on a Constitution saving throw (DC = 8 + DEX + PB) or be Exhausted (Level 1)

Level 17: The Master of Shadows

You and the orb are one. You gain the ultimate level of mastery:

Immortal Resonance: If you drop to 0 hit points but are not killed outright, you can spend 3 Talent Points to immediately drop to 1 hit point instead and release a wave of darkness. Every creature within 20 feet must make a Strength save or be pushed 15 feet away and knocked prone.

True Invisibility: Your Vantablack Cloak no longer ends when you attack; it only ends if you cast a spell or your turn ends

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