Rogue
Base Class: Rogue

Wraiths are not merely spies who happen to know how to fight. They are trained to understand the structures surrounding a threat: who supplies it, who protects it, which documents conceal it, where its money moves, who knows more than they admit, and what will happen after the threat is removed.

A Wraith Rogue embodies the field-operational side of the Office of Veiled Security of the March of Draeven. Such operatives may conduct surveillance, infiltrate hostile organizations, protect sources, investigate corruption, extract compromised agents, penetrate criminal networks, turn enemy operatives, recover stolen intelligence, or undertake the rare lethal mission that cannot safely be left unresolved. The organization itself has fewer than four hundred recognized personnel and relies upon exceptional competence, compartmentalization, and cooperation rather than sheer manpower.

Mechanically, the Wraith focuses on identifying a Subject of Interest. Once you understand who matters, you become exceptionally dangerous to that individual. Your Sneak Attack becomes easier to deliver against a studied target, and later features allow you to anticipate its movements, defeat concealment, manipulate Cunning Strike more efficiently, and exploit moments when your opponent reveals weakness.

The subclass deliberately avoids supernatural teleportation, permanent invisibility, shadow summoning, or spectacular magical assassinations. Wraith tradecraft may incorporate magical countermeasures, Rune-Locks, memory security, wards, and state arcane support, but magic is a tool rather than the Office’s defining identity.

Origins in Aetheris

The modern Wraith tradition emerged during the Veiled Consolidation, when Draeven discovered that possessing many isolated secrets was not the same as possessing intelligence.

Before the Office existed, merchants maintained informants, noble houses fielded spies, the military relied upon scouts, ports kept watchers, criminal organizations sold information, and numerous other networks served their own interests. Assassinations, smuggling scandals, foreign manipulation, and border sabotage demonstrated that information scattered among competing systems could fail catastrophically.

The legendary Unnamed First Shadowmaster unified those systems into a national intelligence apparatus whose purpose was simple:

make information move faster than danger.

Over generations, the Office expanded into counterintelligence, anti-slaving operations, financial investigation, protection of industrial and military secrets, foreign intelligence, high corruption cases, sensitive criminal investigations, and covert threat removal. The later Four-Hundred Seal deliberately prevented uncontrolled institutional expansion, forcing the Wraiths to become better at integration rather than simply becoming larger.

A Rogue following this subclass need not necessarily hold current Wraith rank. They might be:

  • a Sworn Wraith operating with an adventuring company;
  • a former field operative;
  • an intelligence liaison trained by the Office;
  • a long-term Sleeper Asset;
  • a specialist taught Wraith tradecraft;
  • or an adventurer temporarily attached to a Wraith cell.

Philosophy and Doctrine

The Wraith doctrine begins with a dangerous admission:

Secrecy is not inherently virtuous.

Secrecy is a delegated tool. Its legitimacy depends upon what danger it prevents.

The ideal Wraith is therefore not the operative with the highest body count. The exemplary Wraith is the one who understands what must be done, what must not be done, and what must be recorded afterward.

The Office values competence, restraint, discretion, patience, legal literacy, courage, accurate reporting, and the ability to live without recognition. Cruelty is considered an operational liability. Vanity threatens cover. Carelessness can expose an entire network.

Wraith loyalty follows a deliberate hierarchy:

The March.
Its people and lawful civic order.
The mission and comrades.
The Office itself.

That hierarchy exists because the organization understands one of the oldest dangers of covert institutions: eventually believing that protecting the institution and protecting the nation are the same thing.

Visual Identity

A Wraith should rarely look like a Wraith.

There is no standardized public field uniform. Secure-facility personnel favor conservative grey or charcoal Draevenite clothing, but operatives dress according to whatever identity gives them a reason to be present.

The Office’s internal colors are:

Smoke Grey — Matte Black — Dull Silver — Dark Wood — Weathered Leather

Its formal internal symbol is the Hollow Crescent, a thin silver crescent surrounding a narrow black vertical mark.

As shown in the illustration on page 11, the symbol is austere and geometric rather than threatening. The same page establishes the Wraith visual vocabulary: narrow crescents, closed arcs, sealed papers, shuttered lanterns, smoked glass, concealed hinges, and precise understated geometry. The document explicitly rejects skulls, elaborate assassin leathers, theatrical masks, spikes, blood imagery, and conspicuous magical glow.

A Wraith carrying a concealed pistol, short blade, lock tools, forged papers, and a legal warrant should look more authentic than one dressed head-to-toe in black assassin regalia.

Role in Aetheris

Within an adventuring party, the Wraith is primarily a:

Striker / Scout / Investigator / Controller

The Wraith specializes in one dangerous creature or individual at a time, using observation and intelligence to make that target increasingly vulnerable.

Outside combat, the subclass excels at:

  • infiltration;
  • investigation;
  • counterintelligence;
  • disguise;
  • social reading;
  • document analysis;
  • surveillance;
  • counter-surveillance;
  • extracting sources;
  • identifying conspiracies;
  • and recognizing when apparently unrelated facts belong to the same problem.

This directly reflects Wraith operational practice. Most Office work consists of collecting, comparing, verifying, tracing money and documents, handling sources, conducting surveillance, reviewing magical evidence, and preparing operations. Lethal force is considered an irreversible state act rather than the primary measure of professional ability.

Subclass Integration

The Wraith is most strongly associated with the March of Draeven, but adventuring operatives can appear far beyond its borders.

Inside Draeven, Wraiths regularly cooperate with:

  • the Harbor Guard;
  • Crimson Rangers;
  • Border Watch;
  • Draevenite diplomats;
  • the Mistcloaks;
  • magistrates and sealed courts;
  • military commands;
  • guild investigators;
  • and specialist arcane personnel.

Their principal opponents include foreign intelligence services, traffickers, slaving networks, illicit information brokers, assassin circles, corrupt officials, hostile cults, and compromised institutions.

The Wraith’s most dangerous enemy, however, can be another Wraith who has begun confusing institutional preservation with national service.

Wraith Features

Rogue Level

Feature

3rd

Veiled Tradecraft, Subject of Interest

9th

Burned Name

13th

Integrated Threat Picture

17th

Three Keys Protocol

 

Playing the Wraith

The Wraith is not intended to be the Rogue who indiscriminately attacks whichever creature is nearest.

Your first question is:

Who matters?

Use Subject of Interest against enemy commanders, spellcasters, spies, assassins, cult leaders, monsters controlling lesser creatures, or any enemy whose removal changes the encounter.

Your subclass then allows you to pressure that individual without depending entirely upon Advantage or an adjacent ally.

At higher levels, your understanding of your Subject improves your ability to deploy Cunning Strike and makes concealment increasingly unreliable.

Your mobility is also important. Burned Name encourages you to abandon compromised positions rather than remain in a static duel.

At 17th level, Three Keys Protocol turns a critical encounter into an intelligence problem that you have already solved.

Strengths

The Wraith excels at:

  • reliable single-target Sneak Attack;
  • investigation;
  • infiltration;
  • prepared identities;
  • social intelligence;
  • counterintelligence;
  • anti-concealment;
  • tactical mobility;
  • efficient Cunning Strike use;
  • reaction attacks against priority targets;
  • and campaigns involving conspiracy or espionage.

Weaknesses

The subclass deliberately lacks:

  • significant area damage;
  • heavy magical capability;
  • permanent defensive bonuses;
  • companion creatures;
  • enhanced Hit Points;
  • broad damage resistances;
  • or spectacular battlefield magic.

Much of its combat power is concentrated against designated Subjects of Interest.

Burned Name and Three Keys Protocol also compete for your Reaction with Uncanny Dodge, forcing meaningful defensive decisions.

Roleplaying the Wraith

A Wraith rarely asks only:

“Is this person lying?”

They ask:

Why would this person lie?
Who benefits if I believe them?
Who supplied the detail they just repeated?
Why was that particular fact omitted?
Who expected me to hear this conversation?

That mindset can be invaluable.

It can also be exhausting.

Wraith characters often develop habits such as:

  • sitting where they can see exits;
  • noticing who handles documents;
  • memorizing faces without appearing to stare;
  • testing whether doors have been opened;
  • changing habitual travel routes;
  • remembering exact promises;
  • and maintaining several layers of explanation for why they are somewhere.

The more interesting roleplaying tension is not whether the Wraith can keep secrets.

It is which secrets deserve to be kept.

The source organization treats this question seriously. Wraiths are explicitly prohibited from fabricating guilt, using classified authority for revenge or enrichment, or equating lawful criticism with treason.

Wraith Character Concepts

d8

Concept

1

A former Harbor Guard investigator recruited after uncovering a smuggling network far larger than anyone expected.

2

A convicted forger offered service because the Office believed your talent could be redirected.

3

A diplomatic aide who discovered that reading people mattered more than reading treaties.

4

A Sleeper Asset whose cover identity has slowly become more comfortable than your real one.

5

A Crimson Ranger recruited after realizing several unrelated border incidents were part of the same operation.

6

A former companion-house operative exceptionally skilled at understanding what powerful people reveal when they feel safe.

7

A financial investigator who can follow coin through ten false companies but dislikes physical violence.

8

A Field Wraith whose last operation succeeded completely—and still appears in your Quiet Review every year.

Faction and Organization Connections

The Six Veils

Different Wraith characters may emerge from different operational environments.

Crown and Compact produces investigators of treason, high corruption, and compromised senior officials.

Harbors and Roads specializes in smuggling, ports, customs, foreign crews, and movement.

Border and Dusk confronts slavers, cult routes, hostile agents, and frontier infiltration.

Foreign Courts produces social infiltrators, embassy operatives, diplomats, and long-cover agents.

Coin and Industry specializes in shell companies, procurement fraud, industrial espionage, weapons technology, and financial intelligence.

Quiet Systems handles ciphers, archives, counter-compromise, magical counterintelligence, safehouses, and internal security.

Adventure Hooks

The Burned Identity

An old cover name appears on a cargo manifest years after you personally watched the corresponding papers burn.

Someone has resurrected the identity.

The only question is whether they copied it—or inherited it.

The Second Ledger Entry

A fragment of a classified record suggests a celebrated historical success required actions far darker than the public account admits.

The action may have been justified.

The cover-up afterward may not have been.

The False Subject

A Wraith handler identifies a suspected foreign agent.

Everything points toward guilt.

Your own investigation increasingly suggests someone deliberately constructed the evidence to make the target look perfect.

The Missing Cell

An entire operational cell has stopped reporting.

No bodies have appeared.

No covers have been exposed.

No enemy has claimed a victory.

The cell simply ceased communicating.

The Quiet House

A respected intelligence front originally created by the Wraiths appears to be operating independently.

Senior officers disagree whether the organization has gone rogue or merely become unusually successful at maintaining cover.

Stone Witness

A dying Cellwarden gives you credentials designed to bypass the ordinary Wraith command structure.

If genuine, they may expose compromised leadership.

If false, using them could compromise the entire Office.

These hooks closely reflect unresolved issues already embedded in the Wraith organization, including compromised covers, the Second Ledger, rogue-cell risk, uncontrolled fronts, and the Stone Witness Protocol.

Notable Wraith NPCs

Elise Marenholt

Senior Wraith / Field Instructor

Marenholt is an ideal example of the Wraith Rogue archetype. She trains advanced fieldcraft, disguise discipline, extraction, quiet combat, and post-operation decompression.

Her significance lies partly in rejecting the romantic mythology surrounding espionage. She teaches younger Wraiths that surviving an operation through preparation is more impressive than barely surviving through recklessness.

Mira Kest

Whisper-Node / Senior Wraith

Kest represents the social and intelligence-gathering side of the subclass.

She maintains networks of couriers, tavern sources, companion-house contacts, dock watchers, and traveling informants. Her greatest strength is not intimidation but reliability: sources speak to her because she remembers boundaries and honors agreements.

Markus Steinmar

Veilwarden of Border and Dusk

Steinmar demonstrates the aggressive frontier interpretation of Wraith doctrine.

He specializes in slavers, cult movements, hostile agents, Duskwood routes, and border corruption. His willingness to act before perfect evidence exists has prevented multiple crises—but also guarantees that his operations receive intense review.

Balance Notes

Intended Role

Primary: Striker / Scout
Secondary: Controller / Investigator

The Wraith is designed to pressure important single targets rather than dominate large groups.

Damage Profile

The subclass adds no permanent damage dice to Sneak Attack.

Its principal offensive advantage is reliability.

Subject of Interest provides an alternate method for qualifying for Sneak Attack against a limited number of designated creatures.

At 13th level, Integrated Threat Picture improves Cunning Strike efficiency rather than adding direct damage.

At 17th level, Three Keys Protocol can create additional reaction attacks, potentially allowing additional Sneak Attack damage on another creature’s turn.

This is the subclass’s major high-level offensive increase.

Survivability

The Wraith gains no:

  • AC bonus;
  • permanent resistance;
  • bonus Hit Points;
  • or passive damage reduction.

Instead, Burned Name improves positional survival through Reaction movement and concealment.

This competes directly with Uncanny Dodge, meaning the Wraith cannot simultaneously use every defensive option.

Utility

Utility is deliberately one of the subclass’s strongest characteristics.

Veiled Tradecraft provides investigation, forgery, disguise, and cover-identity support.

Subject of Interest improves interpersonal and investigative analysis.

Burned Name provides counterinterrogation and counter-surveillance benefits.

The optional qualifications allow Wraith characters to become highly specialized without increasing the subclass’s default combat budget.

Resource Economy

Subject of Interest uses Proficiency Bonus per Long Rest.

Burned Name’s Exit Route also uses Proficiency Bonus per Long Rest.

Three Keys Protocol functions once per Long Rest.

The subclass also competes heavily for Bonus Actions and Reactions.

This is intentional.

The Wraith should frequently have more useful things available than they can execute simultaneously.

Comparison to Other Rogues

Compared with an Assassin, the Wraith has less explosive opening-round lethality but greater investigative and sustained-target utility.

Compared with a Soulknife, the Wraith possesses less supernatural mobility and personal resource flexibility but stronger mundane infiltration and target analysis.

Compared with an Arcane Trickster, the Wraith has dramatically less magical versatility but requires no spellcasting investment.

Compared with a Thief, the Wraith has less equipment and action manipulation but far stronger counterintelligence and priority-target pressure.

The result is a Rogue whose specialty is not simply killing unseen.

It is discovering who needs to be stopped, understanding how they operate, and ensuring that when action finally becomes necessary it succeeds.

Summary

The Wraith turns the Office of Veiled Security into a Rogue subclass without contradicting what makes the organization distinctive.

It is not an assassin cult.

It is not a shadow-magic order.

It is not a collection of omniscient super-spies.

It is a tradition of disciplined intelligence professionals whose greatest weapon is their ability to transform unrelated details into a coherent threat picture.

At low levels, the Wraith learns cover identities and studies a Subject of Interest.

At middle levels, the Wraith learns to abandon compromised positions and protect their own mind and identity.

At high levels, the Wraith integrates information rapidly enough to defeat concealment and manipulate Cunning Strike with exceptional efficiency.

At 17th level, Three Keys Protocol represents the consummate field operative: multiple threats identified, exit routes understood, firing lanes calculated, enemy habits mapped, and every mistake immediately exploited.

That reflects the central truth of the Wraith organization itself: its greatest successes occur before the rest of the March realizes there was ever a crisis.

“A spy who fears no enemy is a fool. A spy who fears no audit is an enemy.”

Veiled Tradecraft

Your training reflects the Wraith curriculum of infiltration, investigation, cover maintenance, documents, surveillance, and covert procedure.

You gain proficiency with:

Investigation, and

Disguise Kit and Forgery Kit.

If you already have proficiency in Investigation, you instead gain proficiency in one of the following skills:

  • Deception
  • Insight
  • Perception
  • Persuasion

If you are already proficient in the chosen skill, you gain Expertise in it instead.

Prepared Cover

When you spend at least 10 minutes preparing an alias, disguise, professional role, or similar cover identity, you can use Intelligence instead of Charisma for Charisma (Deception) checks made specifically to maintain that identity.

This represents research and preparation rather than supernatural deception.

Examples include:

  • knowing which regiment your false officer supposedly served in;
  • remembering the name of your imaginary employer;
  • correctly using foreign legal terminology;
  • knowing which tavern your fabricated caravan supposedly visited;
  • or carrying documents whose details support the story you tell.

A cover identity cannot make physically impossible claims believable and does not automatically defeat contradictory evidence.

Subject of Interest

Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Duration: 1 hour
Range: 60 feet
Scaling: Improved at levels 13 and 17

Wraiths are trained to identify the person who actually matters.

As a Bonus Action, choose one creature you can see within 60 feet. That creature becomes your Subject of Interest for 1 hour.

The designation is entirely mental and nonmagical. The creature receives no indication that you have selected it.

You can have only one Subject of Interest at a time. Designating another creature ends the previous designation.

While a creature is your Subject of Interest, you gain the following benefits.

Insightful Surveillance

You have Advantage on Wisdom (Insight) and Intelligence (Investigation) checks made specifically to:

  • detect the Subject’s deception;
  • determine its motives or emotional pressure points;
  • recognize its habits;
  • reconstruct its actions;
  • identify its associates;
  • analyze its documents;
  • or investigate evidence directly connected to it.

Calculated Opening

You can deal your Sneak Attack damage to your Subject of Interest even if you do not have Advantage on the attack roll and no ally is adjacent to the target, provided that:

  • you do not have Disadvantage on the attack roll;
  • the attack otherwise qualifies for Sneak Attack;
  • and you have not already used Sneak Attack during the current turn.

All other Sneak Attack restrictions remain unchanged.

You can designate a Subject of Interest a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

Design Intent: Subject of Interest

This is deliberately closer to counterintelligence profiling than a magical curse or assassin’s mark.

You are not mystically weakening the creature.

You have studied it sufficiently well to recognize:

  • when it shifts weight before moving;
  • which direction it favors when threatened;
  • when its attention leaves you;
  • where it keeps its weapon;
  • how it reacts to allies;
  • and which openings it unconsciously repeats.

That information creates the opportunity for Sneak Attack.

Burned Name

Action Type: Passive and Reaction
Uses: Proficiency Bonus per Long Rest for Exit Route
Duration: Varies
Scaling: None

You have learned one of the most difficult skills in intelligence work:

knowing when an identity, room, source, or position has ceased to be useful.

You gain the following benefits.

Cover Discipline

You have Advantage on Saving Throws against magical effects that would:

  • compel you to speak truthfully;
  • probe your thoughts;
  • reveal information from your mind;
  • or force you to disclose your identity.

This benefit does not prevent magic from perceiving a mundane physical disguise.

In addition, creatures have Disadvantage on Wisdom (Insight) checks made specifically to expose a Prepared Cover created through your Veiled Tradecraft.

Exit Route

When a creature you can see:

  • misses you with an attack,
  • or you succeed on a Dexterity Saving Throw against an effect created by that creature,

you can use your Reaction to move up to half your Speed.

This movement does not provoke Opportunity Attacks from the triggering creature.

If you end this movement in a place where you could reasonably Hide, you may immediately take the Hide action as part of the same Reaction.

You can use Exit Route a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.

Integrated Threat Picture

Action Type: Passive
Uses: Special
Duration: While Subjects of Interest remain designated
Scaling: Two Subjects of Interest

You have reached the level of competence that distinguishes a field operative from a true intelligence professional.

You no longer see actions as isolated events.

You see systems.

Two Subjects

You can now maintain two Subjects of Interest simultaneously.

If you designate a third, choose which existing designation ends.

Immediate Assessment

When you roll Initiative, you can designate one creature you can see within 60 feet as a Subject of Interest without expending a use of that feature.

If you already have the maximum number of Subjects designated, you can replace one of them.

Counter-Concealment

A Subject of Interest cannot benefit from the Hidden condition against you after it does any of the following within 60 feet of you:

  • makes an attack;
  • casts a spell;
  • or moves at least 10 feet.

You still do not automatically see an Invisible creature, but if such a Subject performs one of those actions while within 60 feet, you know its location until the start of its next turn.

Exploited Pattern

Your detailed understanding of your Subject makes your Cunning Strike techniques more efficient.

Once on each of your turns when you apply one or more Cunning Strike or Devious Strike options to a Subject of Interest, reduce the total Sneak Attack dice cost of those options by 1d6, to a minimum cost of 0.

For example, a Cunning Strike option that normally costs 1d6 costs no Sneak Attack damage against your Subject of Interest.

An option normally costing 2d6 costs only 1d6.

This reduction can be used only once per turn.

Three Keys Protocol

Action Type: Bonus Action
Uses: Once per Long Rest
Duration: 1 minute
Range: 120 feet

The most dangerous Wraith operations require three distinct authorities: operational, legal, and strategic. The principle exists because irreversible action should never become casual. The Office calls this the Three Keys Rule.

You have internalized the same discipline in battle.

As a Bonus Action, you initiate a Three Keys Protocol for 1 minute.

When you activate it, choose up to three creatures you can see within 120 feet.

Each becomes a Subject of Interest for the duration without expending a use of Subject of Interest.

For the duration, you gain the following benefits.

Complete Threat Picture

Your weapon attacks against your Subjects of Interest ignore Half Cover and Three-Quarters Cover.

If you know an Invisible Subject’s location, the Invisible condition does not impose Disadvantage on your attack rolls against that creature.

Total Cover functions normally.

Operational Freedom

Your Subjects of Interest cannot make Opportunity Attacks against you.

Exploit Failure

Once per round, when a Subject of Interest that you can see within your weapon’s range:

  • misses with an attack,
  • or fails a Saving Throw,

you may use your Reaction to make one weapon attack against that creature.

The attack must use a weapon that qualifies for Sneak Attack.

Normal Sneak Attack rules still apply, including its once-per-turn limitation. Because this attack occurs during another creature’s turn, it may allow you to use Sneak Attack again if you have not already used Sneak Attack during that turn.

Controlled Extraction

Instead of making the Exploit Failure attack, you can use that Reaction to move up to half your Speed and immediately attempt to Hide if you end the movement in a suitable location.

This movement does not provoke Opportunity Attacks.

Once you use Three Keys Protocol, you cannot use it again until you finish a Long Rest.

Wraith Image

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