Rogue
Base Class: Rogue

These Rouges have been thought, not by the voyager, but by the darkness. These Rouges have been specially chosen to try and destroy the Voyager. Very few of these rouges have gone "rouge" (pun intended) but there are some that have defied the Darkness and side with the Voyager.

Magical Casting

Beginning at 3rd level, you learn the ways of the darkness and learn how to cast the spells Eldritch Blast, Fire Armour, Mechanical Smite, Darkened Armour, Produce Spark and Hasqame's Camouflaged Hill.

Blinking in Darkness

Beginning at 3rd level, You rapidly move up to 20 feet in one direction, of your choosing. You do not provoke opportunity when using this ability. If you chose to use this ability, you can only move half your speed for the rest of your turn. If you blink into a creature, you can use your action to make a melee attack against them. On a hit, they are also pushed back 10 feet. If they hit a wall or large object, they take an additional 1d8 force damage. 

Stasis Vision

Beginning at 9th level, when you activate this ability you gain Darkvision of 120 feet. If you already have Darkvision due to race, this adds 120 feet of Darkvision to your current range. You can also detect faint levels of heat within this 120 feet such as a source of fire or other natural heat. This ability does not allow you to see through walls or terrain. This only lasts for 1 hour and when you use this, you cannot use this until the next dawn.

Dark Possession

Beginning at 13th level, as both your action and bonus action, you attempt to throw your mind and body into another of your choice. The targeted creature makes a Wisdom saving throw versus a DC of 8 + Proficiency bonus + Intelligence modifier. If the target fails, you take control of them for up to 3 rounds. If the target succeeds they are not possessed, but the attempt still takes its cost. While possessing a creature, you cannot harm them. During this time, your physical self and all items you are carrying follow you, and when you finish the possession, you still have all your items. All weapons are stowed upon exit. At the end of the possession the target creature makes a Constitution Saving Throw with a DC 8 + Proficiency bonus + Intelligence modifier. On a failure the target takes 4d10 necrotic damage and is stunned for one round. On a success, they take half as much damage and do not become stunned.

Bend Time

Beginning at 17th level, you use the power of the Darkness and bend the fabric of time to slow around you. You gain +25 movement speed, and if you come into 5 feet of a hostile creature, they do not get opportunity attacks against you, and you gain advantage on attacks against them. You can use this effect for you Wisdom modifier or Proficiency bonus + 1 turns. Once you leave Bend Time, you become lethargic and must rest for a turn, preforming no actions. If you don't rest, you gain 5 levels of exhaustion.

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2021 8:06:45 AM
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5th edition
Coming Soon
4/6/2021 8:32:55 AM
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5th edition
Coming Soon

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