Rogue
Base Class: Rogue

The legendary villain that can't seem to die or stay dead. The single being capable of terrifying and murdering entire groups of unsuspecting victims. This is not a class for the good-hearted; this is where your conduct in battle is the thing of their nightmares.

Tactically Terrifying

Starting at 3rd Level, you can use your Cunning Action to choose a target creature within 60 feet of you to make a WIS saving throw against your spellcasting modifier (8+INT modifier+proficiency bonus). If the creature fails the save, it is Frightened of you until the end of its next turn.

If you start your turn in dim-lit areas or in darkness, the target creature has disadvantage on their WIS save.

You have advantage on attack rolls against creatures that are Frightened of you, and those same creatures also have disadvantage on attack rolls against you.

Were You Really There?

Starting at 3rd level, you gain advantage on CHA (Intimidation, Deception) as well as DEX (Stealth) checks.

If you are going to be hit by an attack, you can use your reaction to make a Stealth check with advantage. If you succeed, you cannot be seen by your enemy and you may move 5 feet from your current location. You are now considered Hidden. You take only half damage, rounded down, from the attack that was going to hit you.

If you fail the Stealth check, the attack that was going to hit you hits you as normal.

Scary Spellcraft

Starting at 9th level, you may cast each of the following spells once per long rest: Minor Illusion, Silent Image, Major Image, Misty Step, Invisibility, Darkness, Pass Without Trace, Darkvision, and Dream. Your spellcasting modifier is 8+INT modifier+proficiency bonus.

Deceptively Inexorable

Starting at 13th Level, when you succeed on a Stealth check and move 5 feet using your Were You Really There? ability, you no longer take damage from the attack you avoided.

In addition, as a free action you can then cast Minor Illusion, Silent Image, or Major Image specifically on your original location that turn. Those spells must be used to cast an illusion on that location that shows what could have happened if the impending attack you avoided had actually hit you.

The creature that attacked you must roll an INT (Investigation) check against your illusion. If the creature succeeds on its saving throw, the illusion has no effect. On a failure, the creature believes your illusion.

If the illusion was successful, when you reveal yourself next, all enemy creatures within 30 feet of you must roll a WIS saving throw. Creatures that fail the save are now Frightened of you (if they weren't already).

Actually Inexorable

Starting at 17th level, you gain resistance to all forms of damage and you cannot be knocked prone.

 

Previous Versions

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2/7/2021 10:30:18 PM
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