Rogue
Base Class: Rogue
Most rogues hide in the shadows of alleys and high-society ballrooms, but the Underthief operates in the long shadow cast by death itself. These lethal skirmishers have peered across the threshold of the underworld and stolen its most carefully guarded secret: the power of negation and rebirth. By anchoring their souls to the border of the grave, Underthieves can weave necrotic energies into their weaponry, slip through physical barriers, and siphon the life force of their victims to sustain their own mortality.
An Underthief is a study in chilling contradictions. They are often masters of charm, performance, and social manipulation—using a silver tongue and a flawless smile to mask the freezing chill of the grave that clings to their skin. In combat, they are terrors to behold. They navigate the battlefield like shifting mist, striking with unnatural accuracy before releasing pulses of pure anti-magic that choke out the spells of their foes. To cross an Underthief is to gamble with an opponent who treats death not as an end, but as a minor inconvenience.
Creating an Underthief
When creating an Underthief, consider how your character first touched the magic of the underworld. Did you survive a near-death experience that left you permanently altered? Did you pull off a legendary heist in a forgotten catacomb, stealing a secret meant for the dead? Or perhaps you made a desperate bargain with a deity of death or graves, offering your services as a mortal agent in exchange for a second chance at life.

 

Undertheif foundations

You gain proficiency in Deception, Performance, or Persuasion.

Silver-Tongued: Deception

You gain proficiency in Deception, Performance, or Persuasion.

Silver-Tongued: Performance

Silver-Tongued: Performance

Silver-Tongued: Persuasion

Silver-Tongued: Persuasion

Delta Weapon

During a short or long rest, you can touch a weapon that lacks the heavy or two-handed property to turn it into your Delta Weapon. When you hit with a Sneak Attack using it, the attack deals an extra 1d4 necrotic damage. This increases by 1d4 for every two Rogue levels you gain after 3rd level (2d4 at 5th, 3d4 at 7th, etc.). You can use your Delta Weapon as a spellcasting focus to cast Inflict Wounds once at 1st level without expending a spell slot. You regain the use of this spell after a short or long rest. Wisdom is your spellcasting modifier. This spell cannot trigger Sneak Attack.

Shadow Step

You can move through space occupied by hostile creatures. It counts as difficult terrain, and does not provoke opportunity attacks from that creature. You gain blindsight out to a distance equal to 5 times your Wisdom modifier in feet (minimum of 5 feet). Within this radius, you can effectively see anything that isn't behind total cover, even if you are blinded or in darkness. You can see invisible creatures within range unless they successfully hide from you. You have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks while you are in dim light or darkness.

Vampires and Toadstools

Whenever you hit a creature with your Delta Weapon, you can choose to change the extra damage from necrotic to poison. If you keep it as necrotic, you regain hit points equal to half the necrotic damage dealt by the weapon feature. When you successfully deal Sneak Attack damage, you instantly radiate a 10-foot-radius sphere centered on yourself that acts as an Antimagic Field spell. It suppresses all magic. It lasts for a number of rounds equal to 1 + your Charisma modifier (minimum of 1 round), or terminates early the moment an enemy successfully hits you with an attack. You learn the Spare the Dying cantrip. Additionally, when you are reduced to 0 hit points, you can immediately cast Revivify or Spare the Dying on yourself as a reaction, requiring no material components. If you cast Revivify, you instantly heal to 1 hit point and stand back up. You can use this self-casting feature once per long rest.

Sovereign of the Underworld

Any creature that starts its turn inside your 10-foot antimagic field, or enters it for the first time on a turn, takes 1d6 necrotic damage. Your Undying Will feature can now be used 3 times per long rest, instead of once. If the base weapon you chose for your Delta Weapon is non-magical, it automatically becomes a +3 magic weapon, granting a +3 bonus to attack and damage rolls. This benefit immediately ends if you bond with a weapon that already possesses magical properties.

Undertheif Image

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