Base Class: Rogue
Rouges who choose this archetype have a very abnormal outlook at the world. They have learned to use the emotions of fear, anticipation, anger, and excitement to their advantage. Sometimes however, they will have powerful shifts in personality.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Voidwalk
Starting at 3rd level, you can slip into the barren 6th dimension and can move 80 ft total in any direction. Once your void walk ends and you return back to the 1st dimension, nearby creatures will not hear your return(ex. if you end up behind a creature they will not be able to hear you behind them). Voidwalk can only be used three times per day, and the amount of times it can be used per day goes up by 1 and the travel distance increases by 5 feet every two levels.
Dimensional Knives
Starting at the 3rd level, you can travel to the 12th dimension and use the dimensional energy to form two blades the length of a shortsword with Finesse, Light, and Thrown qualities. They have no weight, never miss, take up no space in the inventory and each deal 3d8 +5 force worth of damage. These weapons can be summoned back to the user's hand at will if thrown, disarmed, or dropped automatically(This does not cost an action). They last for when you fall unconscious or die, or when you put them away. These knives can be used twice per short rest.
Bow of Shadows
Starting at the 3rd level, you can travel to the 13th dimension and use the dimensional energy to mold a more powerful longbow. This weapon has no weight, never misses, takes up no space in inventory, uses up no arrows in the inventory, and deals 6d10 +5 force worth of damage. It will immediately disappear if knocked unconscious or killed, and you cannot use this bow again until after a short rest.
Psychic Blades
As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can’t hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you’re incapacitated.
The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.
Bolts from Hell
You have learned to unleash bolts of necrotic energy from within your demonic body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven’t used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.
Demonic nature
Your newfound connection to hell gives you the following benefits:
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Skirmisher
Starting at 9th level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Void Devourer
Starting at the 3rd level, your dimensional knives can be infused with a denser and more powerful energy from the 27th dimension that makes each blade deal 7d8 +5 force worth of damage with a chance at 2d6 lifesteal. You can now use these knives six times per short rest.
Steady Eye
Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Unerring Eye
Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Eye for Weakness
At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Plague master
at 17th level you gain the ability to spread powerful diseases around each village you pass if you use it as an action. usable once every long rest.
Extra Attack
Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Hunter's Bane
Beginning at 9th level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.
Hardend soul
When you reach 13th level, you have advantage on saving throws against being charmed and frightened.
Dark Augmentation
Upon reaching 13th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).
Sanguine Mastery
Upon becoming 17th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.
Grim Psychometry
When you reach 13th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.
Danger sense
At 3rd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Hellish Critical
Beginning at 17th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 18th level and three additional dice at 20th level.
Camouflage
Starting at 3rd level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
Invisiblity
you can freely cast invisiblility







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Posted Mar 1, 2024I'm using this subclass and it's WAAAAY overpowered in it's natural state. I've had to heavily modify it with my DM.
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Posted May 19, 2020This subclass has good ideas but it seems really overpowered. It gets a lot of free damage and utility, it seems like this subclass couldn't really lose in most situations. I think you should focus the abilities on Voidwalk instead of giving them so many options. Voidwalk already seems a bit too good as well since it doesn't really have any drawbacks. I say make Voidwalk like Misty Step were it's a once per rest ability that goes like 30 feet and as you level you can base abilities around this concept. You could increase it's number of uses or you could increase the length every threeish levels, maybe more. Maybe around 5th or 6th level you can use one of you Voidwalks to get to have an extra attack or infuse you blade with it to redo a damage or attack roll. Like I said, this has cool ideas behind it but it has too many free abilities, too much damage, and way too many options.