Base Class: Rogue
You have been bonded with a demonic entity for as long as you remember. It has helped and hindered you in your past, but only now are you able to harness some of its power at your command, as your bond deepens. There have been few stories or no stories told of rogues with an Inner Demon, and you may be one of a kind.
Malediction of Hate
At 3rd level, the strength of your bond between you and the demon called Airzathin allows you to link your body to his essence and heighten your power, agility, and evasion at the cost of your own life force. You can invoke this power as a bonus action on your turn, and it lasts for 10 minutes, or until you choose to end it, no action required.
Upon activation, you take an amount of necrotic damage equal to your character’s level, and your maximum hit points are reduced by the same amount for the duration of the Malediction of Hate. This damage cannot be reduced in any way.
It grants you the following benefits:
- Your weapon attacks deal extra damage equal to your proficiency bonus.
- Your armor class increases by 1.
- You can attempt to become invisible until the end of your next turn. Make a Charisma check. If it is 15 or higher, you succeed. If you fail, you cannot use this ability again until the next time you activate the Malediction of Hate.
Once you use this feature, you can’t use it again until you finish a long rest. Once you reach 9th level, you can instead use this feature twice between rests. At 17th level, you gain the ability to use it three times between rests.
Placeholder (passive)
A nice little bonus. Maybe a new tool proficiency.
Placeholder (complement)
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Placeholder (weird)
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Placeholder (epic)
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
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