Rogue
Base Class: Rogue

You have gained the attention of a mysterious being named the Outsider. Whether through your bearing of a lifetime of extreme adversity, being visited by betrayal and injustice, or other sets of circumstances, your actions have drawn this being's interest. Drawing your consciousness to his own strange and timeless dimension simply called the Void, he has bestowed his mark on you, granting you powerful supernatural abilities.

Mark of the Outsider

Starting at 3rd level, you gain the Mark of the Outsider on your left hand. The Mark allows you to use the power of the Void to move quickly (teleport) and to cast certain spells. You gain Void points equal to your proficiency bonus modifier. Void Points recharge at a rate of one point per round where no Void abilities or spells are used unless otherwise noted.

Void Magic

The Mark has also granted you limited spellcasting, as well as the ability to use Void Points to modify the spells you cast. See the Void Spell list and the Void Casting section below for the spells you can cast and the Void modifications you can apply. You gain two spell slots per spell level that you can cast. Expended spell slots are restored when you finish a long rest.

Spellcasting Ability: intelligence is your spellcasting ability. You use your Intelligence whenever a spell refers to your spellcasting ability.

Spell Save DC = 8 + your proficiency bonus + your intelligence modifier

Spell Attack Modifier = your proficiency bonus + your intelligence modifier.

Rogue Level Spells
3rd Disguise Self, Thunderwave
4th Doppelganger
7th Conjure Animal, Hypnotic Pattern
10th Haste
13th Telekinesis, Domino

Transversal

You move forward rapidly, crossing small distances in an instant. Starting at the 3rd level, you can use a bonus action to expend one Void Point and teleport up to 30 feet to an unoccupied space that you can see, with your direct line of sight. This movement can bypass small to moderate obstacles in your path but you cannot travel through thick solid surfaces. For example, you may bypass a grate or glass window but cannot move through a solid wall, even if you have means of seeing your destination on the other side. This movement does not provoke attacks of opportunity. The range increases to 45ft at 9th level.

Void Gaze

Starting at the 3rd level, you can channel the Void to augment your sight. As a bonus action, you can spend a Void Point to gain Darkvision for 30ft, for 1 minute. This also allows you to see in magical darkness. The activation of Void Gaze also sends out a Void Pulse, which will highlight any creature within 15ft of you, even through walls, until the start of your next turn, unless it is magically warded against detection. You know which way highlighted creatures are looking and you have advantage on Perception checks against them that rely on sight. You can use a bonus action on your subsequent turns to send out up to three Void Pulses for the duration. After the third Pulse, the vision fades and your sight returns to normal.

Summon Void Assassin

Starting at the 9th level, as an action, you can summon a spirit from the Void, taking form as an assassin to aid you in battle. The assassin obeys your commands, acts on its own initiative and lasts for an hour unless dismissed as a bonus action. If the assassin drops to 0 hit points, it disappears in a puff of smoke. Once you use this feature, you can't use it again until you complete a long rest.

Displacement

Your mastery of Transversal has increased to the point where you can ready the ability without expending it, and teleport at a moment's notice. Starting at the 9th level, instead of teleporting immediately, you can leave a marker in an unoccupied space within range. The marker looks like a jagged, crumbling image of you but is only visible to you or to creatures with truesight. The marker persists while you are in range and at any time you can use a reaction to teleport to it, only consuming Void Points when you do. If a creature occupies the same space when you teleport, you both make Constitution saving throws, taking 10d10 force damage, or half as much on success, and are then ejected to the nearest unoccupied space 5 feet away. Creatures one size larger or smaller have advantage/disadvantage respectively, while creatures two or more sizes larger or smaller automatically succeed/fail respectively. Any creature killed by the damage violently explodes and cannot be resurrected except with a Wish or True Resurrection spell.

Arcane Bond

Starting at 13th level, you can share some of your powers with your allies. As an action you can concentrate on a number of creatures equal to your Intelligence modifier, spending Void Points on each to grant them powers as indicated below for 10 minutes. While you are concentrating, your Void Point Maximum is 1, regardless of how many points you spent. Empowered creatures gain one Void Point to use for the duration, recharging every round they don't use it. Additionally, a summoned Void Assassin also benefits from this feature as if you spent 2 Void Points on them. Once you use this feature, you can't use it again until you finish a long rest. Your Void Points recover normally after the ability ends.

  • 1 Void Point Spent: Transversal
  • 2 Void Points Spent: Transversal, Void Gaze.
  • 3 Void Points Spent: Transversal, Void Gaze, Telekinesis (one casting)
  • 4 Void Points Spent: Transversal, Void Gaze, Telekinesis, Haste (one casting each, self only for Haste)

Far Sight

At the 17th level, you can tap into the Void to cast your consciousness forward and see beyond your mortal sight. As an action, you can project your vision forward outside your body, up to a range of 120ft. While in this projected form, you have the benefits of Void Gaze, and it costs you one Void Point to maintain the projection per round. Your projected form has a fly speed equal to your walking speed. You cannot move through solid objects as a projected form. Time is stopped for all creatures but you while you are projected. While in this form, you cannot attack, cast spells, use objects, or otherwise interact with the world. You can only use use additional Void Points to place a displacement marker within its normal range, or mark a creature within 120ft, at a cost of 1 void Point each. Marked creatures remain highlighted as if from a Void Pulse when your vision returns to normal unless they are knocked unconscious or killed, or they move out of range. When you run out of Void Points or end the effect early, your vision returns to your body and time resumes. Once you use this feature, you can't use it again until you finish a short rest. Your Void points recover normally after the ability ends.