Rogue
Base Class: Rogue

When you reach third level you gain the following skills

Eyes of the shadow:  when you first adapt your advancements in the craft you can see in non magical darkness up to 150 feet and as a bonus action you hide in the dim light with a +1 bonus as long as no hostile target is aware of your presence 

Advantage of the unaware: if you are aware of the presence of a creature you can engage in initiative without alerting the enemy, only you and the others that know you are there can take their turns, enemy creatures roll initiative but won't take an action unless they find something that would point to someone else being there

when you reach the 9th level you gain the following skill

Advanced alertness:  When you learn this skill you get a +5 to initiative and the sculler feat 

When you reach 13th level you gain the flurry of abilities following

Armor of the shadows:  when you get hit by an attack but before the GM reveals if it was a hit or not you can make a stealth check and use the check as a substitute for your Amor class you can use this a number of times equal to your Dexterity modifier per short rest 

Power of the Darkness :  when hiding from a creature, and you miss an attack you can instead make a stealth check (without advantage or disadvantage) and if it beats the enemies armor class you land the hit, you can make up to three attacks but if you miss any of the three attacks you are no longer hidden and have disadvantage on your next attack and spell attack role.

When you reach level 17 you have acquired and learned how to master stealth.

Relinquish of the dead . When you kill 200 creatures you can activate "Relinquish of the dead" as a bonus action and what ever creature you pass on the turn you activate this are killed unless you chose not to do this. counter spell and dispel magic are spells that can be cast as a bonus action to negater the effects of this ability

Unmatched Stealth. When you are spotted by a creature you can use one of your "armor of the shadows" uses to make an additional stealth check and you can chose if the DM rolls again or if they don't. Additionally your dexterity score increases by 4 to a maximum of 24.

Life steal.  When you land three "Power of the darkness" hits you steal the creatures life and they are sent to the ethereal plane unless something magical is stopping them from going to the ethereal plane, unless the creature has access to "The Fates" card from the deck of many things or the wish spell they are killed, if they do have access to this they are only unconscious but take 2 x (maximum hit points) -1.

Unmatched power.   When you take more than double your maximum hit points in one hit you can instead make a stealth check and multiply it by 7 and subtract the damage from the attack. If you are still taking more than double your maximum hit points you can use " THE FINAL LIFELINE" to instead be brought back with all your hit points and 30 temporary hit points ( all hit dice expended are restored) and all abilities having all their uses recharged to full ( this does include "Relinquish of the dead" ) . You do not gain the abilities granted by the power but you are invulnerable for your turn

THE FINAL LIFELINE. You are so powerful that you can sacrifice 40% of your maximum hit points to succeed every roll made within the next week in game that your character is conscious ( anytime the character is a sleep or is some how rolling death saves it doesn't count toward the time) 

Eyes of the shadow

 when you first adapt your advancements in the craft you can see in non magical darkness up to 150 feet and as a bonus action you hide in the dim light with a +1 bonus as long as no hostile target is aware of your presence 

Advantage of the unaware

if you are aware of the presence of a creature you can engage in initiative without alerting the enemy, only you and the others that know you are there can take their turns, enemy creatures roll initiative but won't take an action unless they find something that would point to someone else being there

Advanced alertness:

 When you learn this skill you get a +5 to initiative and the sculler feat 

Armor of the shadows

When you get hit by an attack but before the GM reveals if it was a hit or not you can make a stealth check and use the check as a substitute for your Amor class you can use this a number of times equal to your Dexterity modifier per short rest

Power of the Darkness

when hiding from a creature, and you miss an attack you can instead make a stealth check (without advantage or disadvantage) and if it beats the enemies armor class you land the hit, you can make up to three attacks but if you miss any of the three attacks you are no longer hidden and have disadvantage on your next attack and spell attack role.

Relinquish of the dead

When you kill 200 creatures you can activate "Relinquish of the dead" as a bonus action and what ever creature you pass on the turn you activate this are killed unless you chose not to do this

Unmatched Stealth

When you are spotted by a creature you can use one of your "armor of the shadows" uses to make an additional stealth check and you can chose if the DM rolls again or if they don't. Additionally your dexterity score increases by 4 to a maximum of 24.

Life steal

When you land three "Power of the darkness" hits you steal the creatures life and they are sent to the ethereal plane unless something magical is stopping them from going to the ethereal plane, unless the creature has access to "The Fates" card from the deck of many things or the wish spell they are killed, if they do have access to this they are only unconscious but take 2 x (maximum hit points) -1.

Unmatched power

When you take more than double your maximum hit points in one hit you can instead make a stealth check and multiply it by 7 and subtract the damage from the attack. If you are still taking more than double your maximum hit points you can use " THE FINAL LIFELINE" to instead be brought back with all your hit points and 30 temporary hit points ( all hit dice expended are restored) and all abilities having all their uses recharged to full ( this does include "Relinquish of the dead" ) . You do not gain the abilities granted by the power but you are invulnerable for your turn

THE FINAL LIFELINE.

You are so powerful that you can sacrifice 40% of your maximum hit points to succeed every roll made within the next week in game that your character is conscious ( anytime the character is a sleep or is some how rolling death saves it doesn't count toward the time)

Previous Versions

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11/24/2020 11:31:12 PM
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