Base Class: Rogue
You are trained to be a ghost, to master the darkness, to fade in and out of sight, and to pursue your quarry relentlessly. Outlanders, killers, and agents for various factions thrive in this archetype. This kind of rogue uses their opponents’ fears and limitations to gain the upper hand. (Adventurers' Appendices pg.11)
Seeing Ghosts
Starting at 3rd level, you are at home in the dark. You gain 60 feet of darkvision if you do not have it and 30 extra feet if you already do. You also gain advantage on stealth ability checks while you are in either dim light or darkness.
Ventriloquist
At 3rd level, you have learned to cling to another creature’s movement as it retreats. As a special reaction, when you would normally make an attack of opportunity, you can follow the target creature any distance up to your own movement speed before making the attack.
Sinister Attacks
Beginning at 9th level, you prey on any creature you catch unaware. When you are hidden from a creature before landing an attack on it, or if the target creature is otherwise considered surprised, it must make a Wisdom save or become frightened of you. The DC of this effect is 8 plus your Intelligence modifier plus your proficiency. Any creature affected by this ability may attempt to save again at the end of each of its turns and cannot be affected in the same way for 24 hours.
Spirit Walk
At 13th level, your movement is as a whisper spoken in the dark. As a bonus action or cunning action you can partially fade into the ghostly Border Ethereal. While faded:
You can travel up to half of your speed through solid objects and creatures as if they were difficult terrain, but you take 1d10 force damage if you end your turn standing inside any object and are shunted to the nearest available space.
You do not gain a flying speed nor can you travel through solid earth, instead your jump distance is doubled.
Nonmagical attacks against you have disadvantage.
This ability lasts for 1 minute or until you drop it as a bonus action and is regained only after a long rest.
Sever Senses
Starting at 17th level, the onslaught of your attacks has a chance to cripple an enemy. Whenever you land an attack that lets you use your sneak dice the target must roll a Constitution saving throw or become blinded. The DC for the save equals 8 plus your Dexterity modifier plus your proficiency bonus. The target can roll at the end of each of its turns to try to end the effect, and once a creature recovers it cannot be affected in the same way again for 24 hours.
Previous Versions
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9/19/2020 6:44:01 PM
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27
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1.0
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Coming Soon
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