Base Class: Rogue
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.
Comments