Rogue
Base Class: Rogue

A Oblivion Dagger feels at home in the darkness, shadows, and otherwise "sketchy" environments. Often found consorting with rogues, mischievous bards, and other scoundrels, oblivion daggers fit in well as a sneaky addition to most adventuring parties. As oblivion daggers tend to favor chaos, and neutrality, it is uncommon to find them in the service of an ideal (good, neutral or evil) as a spy or scout, as you might find a rogue, most oblivion daggers are True Neutral but truly shine when they are good. Often adventuring for wealth, or perhaps just for the fun of it, these rogues can come from any walk of life; from fallen nobles, to common street beggars. Masters of their art, few are ever actually caught and sent to prison, and even fewer actually can be kept in the walls.

Despite their up bringing many of the oblivion daggers do not choose to be one they are chosen by the horror in wait laden with in a oblivion weapon. All the oblivion daggers have or have found one of these weapons. with the weapons comes the oblivion horror, vile evil creatures from the Oblivion realm, hell bent on destruction and needless destruction. Were it is true that most if not all oblivion daggers start out as True Neutral or even good, it is the hopes of the horror to subvert the ideals of the one they choose into evil. Although, the plans of the horrors aren't always to their liking. All Oblivion daggers must make a decision to become evil or stay on their path. 

Oblivion Taint

Starting at 3rd level, the rouge can now tap into the oblivion. The rouge finds a weapon that is called the Oblivion Blade, although the name states blade it can be any simple or martial melee style weapon, and can also include fighting chains. The weapon it self is connected to an Oblivion Horror that latches unto the rouge when it chooses to accept the rogue. the Oblivion Horror through out the time with the rogue tries to push them till they do what it wants or it gives in. These weapons are the only way to use the power of the Oblivion and do level up with the rogue as they grow more and more adept at taping into the oblivion. 

Level 3 - The Weapon is considered magical for purposes of over coming resistances 
Level 7 - The weapon becomes a +1 weapon 
Level 11 - The weapon becomes a +2 Weapon 
Level 15 - The weapon deals Oblivion Damage
Level 17 - The Weapon becomes a +3 Weapon. 

Oblivion Damage - is a damage that consist of Cold and Necrotic damage. Even though some Oblivion powers may deal cold or Necrotic or both, The target must be resistant to both damage or immune to both in order to resist or ignore damage. Spells like [spell]Absorb Elements[\spell] do not affect the cold damage from Oblivion damage. 

Additionally you, pick up a Oblivion Horror that you can see and converse with, although talking with the denizens of the Oblivion may not be wise. The Horror itself is connected to the Weapon but allows a rouge to become attached to the weapon. It is the Horror that grants the rouge the powers of the oblivion. 

You start at 3rd level with 3 Taint trackers, you increase the Tracker by two at 7th Level, then by another one at 12th level, and an additional one at 17th level. 
When the tracker is filled the Oblivion Horror Takes control. After the 1st round of control the Rouge may regain control by rolling a DC 10 + Half your rouge Level. 
You gain a Taint when you activate an oblivion power that cause of an Oblivion check. Oblivion checks, roll 1d12 on a roll of 1 - 4 you gain 1 Taint. You may choose as a reaction to receive one taint to use your Taint to reinforce your damage. This means you may add 2 points of Oblivion damage per a Taint you have prior to do this. 

Hunger of the Oblivion: 
When this happens when you fill all your Taint, the next round the Horror takes over, this is the only time that others can see it. It is a shadowy creature that overlaps your body with piercing blue glowing eyes. On your turn roll any dice on an even number you attack an enemy, on an odd number you attack the nearest creature to you, if that is an ally you attack them first. 
The Oblivion Horror gains benefits while wielding your Oblivion Weapon, which are as followed 
Critical threshold increases to 17 - 20 
It takes two attacks 
It adds your Rouge level to the damage of its attacks. 
It can not use your sneak attack. 

You lose one taint after a short rest, or long rest. You can remove two taint at the begging of the new dusk.

They also gain proficiency in Calligraphy Supplies, and expertise in Stealth

Oblivion Dart

You can tap into the forces of the Oblivion, when using this ability you must roll an Oblivion check. 

As an action, you may summon up to one dart per an Intelligence Modifier, each dart deals 1d6 + Intelligence Modifier Oblivion damage, additionally you add your Rouge Level  bonus damage. You roll your Intelligence + Proficiency Modifier to hit, the range is any creature up to 90 ft. away. Each dart hits a creature of your choice that you can see within range, The darts all strike simultaneously, and you can direct them to hit one creature or several. The bonus damage is split between all targets or focused all on one target. 

Grasp of the Oblivion

Starting at 9th level, when you land a melee attack you can enact the grasp of the oblivion. This requires an Oblivion Check. When the tendrils hit you roll your Intelligence + Proficiency Modifier vs their Athletics or Acrobatics check. If succeed the target is Restrained, if the target fails by 10 or more deal Oblivion damage equal to your rouge level. If you score a critical hit the grasp of the Oblivion spreads to any targets you choose with in 10 feet of the original Target. 

The restrained condition goes away at the end of their next turn, targets affected by grasp of the oblivion are immune to its affects for one round after they end their restrained conditioned. 

Reach of the Oblivion

Starting at 13th level, you may choose to do one of to things. Oblivion Slip, or Oblivion strike. 

Oblivion strike: Does not require Oblivion Check
You can now strike a target up to 60 feet away so long as there is shadows present where you are and with in 5 ft. of the target, also the target is not in a daylight spell. This allows you to use your sneak attack on the attack. You may use this attack on an attack of opportunity, so long as the follow present

  • The following rules of the strike are still there 
  • That one other ally has the ability to also use Opportunity Attacks, they do not have to use it just the ability to take one. 

Oblivion Slip: Requires a Oblivion check
As an action you can step into a shadow and pick a place up to 90 ft. away, and teleport to that square. You are enveloped in shadows and stay concealed in shadows until the begin of your next turn. While wrapped in the Oblivion you can not be the target of a spell or attack, you are also immune to all damage till you come out of the shadows. 

Master of the Oblivion

Starting at 17th Level, you must choose between the Assassin or Defender. 
Requires Oblivion check - This ability garners different results on failure see below 

Assassin: You have given into the taunting and goading of the Oblivion Horror. When you choose this you gain the follow:

  • Your Alignment changes to Evil
  • You fail your oblivion checks on a 1 - 6 now and gain 3 taint for a failure 
  • you score a critical on 17 - 20 
  • You gain two Extra attacks 
  • When you score a critical on your attack you can use sneak attack on your next attack ( this ignores the rules of sneak attack) 

Defender: You have fought back the corruption of the Oblivion Horror and may have even convinced it to forgo its evil way. 

  • When making the Oblivion checks you only fail on a 1 or 2, although failure garners you 3 taint instead of the normal 1. 
  • You gain Shadow Flicker 
  • You gain Oblivion Armor 
  • You gain a bonus to your Hit Points equal to your Rouge level as an increase to maximum hit points 
  • You have resistance to oblivion damage 

Shadow Flicker: As a reaction, you can turn a critical hit against you into a normal hit. 
Oblivion armor: Add your Intelligence to your AC, additionally any non magical weapon that strikes you is destroyed, while magical weapons that strike you sucks a small amount of magic from the weapon to heal you 1d8 + Intelligence modifier.  

This affect last up to 5 rounds, also the affect is nullified and ended immediately if you are in the Daylight spell. 

Oblivion Assassin

Oblivion Assassin: You have given into the taunting and goading of the Oblivion Horror. When you choose this you gain the follow:

  • Your Alignment changes to Evil
  • You fail your oblivion checks on a 1 - 6 now and gain 3 taint for a failure 
  • you score a critical on 17 - 20 
  • You gain two Extra attacks 
  • When you score a critical on your attack you can use sneak attack on your next attack ( this ignores the rules of sneak attack) 

Oblivion Defender

Oblivion Defender: You have fought back the corruption of the Oblivion Horror and may have even convinced it to forgo its evil way. 

  • When making the Oblivion checks you only fail on a 1 or 2, although failure garners you 3 taint instead of the normal 1. 
  • You gain Shadow Flicker 
  • You gain Oblivion Armor 
  • You gain a bonus to your Hit Points equal to your Rouge level as an increase to maximum hit points 
  • You have resistance to oblivion damage 

Shadow Flicker: As a reaction, you can turn a critical hit against you into a normal hit. 


Oblivion armor: Add your Intelligence to your AC, additionally any non magical weapon that strikes you is destroyed, while magical weapons that strike you sucks a small amount of magic from the weapon to heal you 1d8 + Intelligence modifier.  

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