Rogue
Base Class: Rogue

Your life is over, or it might as well be. A Dishonored is one who had their life turned upside down, possibly by supernatural influence, or perhaps even by normal people screwing them over. Of course, this doesn't stop them. Many Dishonored take to learning small magical tricks, usually unknown to the more intelligent casters, and use them to take revenge on those who wronged them.

Displacement

At 3rd level, you've learnt how to teleport small distances at will. As a bonus action, you can mark a spot within a number of feet equal to five times your proficiency bonus. At any time before the start of your next turn, you can use your reaction to magically teleport to that spot, as long as it is within 40 feet of you.

Potential Blade

Also at 3rd level, you have learnt how to condense your emotions, be they fear, anger or even excitement, into a blade of pure energy. As a bonus action, you can summon a blade into your free hand. It counts as a simple melee weapon with which you are proficient, it has the finesse and light properties and it deals 1d6 force damage on a hit. It disappears if you are incapacitated or killed, or if you dismiss it (no action required).

You also gain a new way to use Sneak Attack. If you move at least 10 feet towards an enemy before hitting them with a melee attack with your blade, you can apply Sneak Attack to the damage even if you do not have advantage, as long as you don't have disadvantage. 

Blink of an Eye

At 9th level, you learn how to silently teleport and use it to get the drop on enemies. When you use your reaction to teleport to your marked spot, you can attempt to hide as part of the same reaction.

Semblance

By 13th level, you've managed to take on the form of others. As an action, you can touch one incapacitated humanoid. You take on an illusory appearance of that humanoid, changing your voice to match as well as your looks. It does not hold up to the touch, however, and a creature can use an action to make an Intelligence (Investigation) check against a DC equal to 8+proficiency+intelligence reveals your true form. This illusory form otherwise lasts for one hour, or until the target dies or you lose concentration, as if concentrating on a spell.

Once you use this feature, you can't do so again until you finish a short or long rest.

Foresight

By 17th level, you have mastered the ability to hunt and stalk prey. As an action you enter an ethereal state where you leave your body and are imperceptible for 1 minute. You are blind and deafened in regard to your body's senses, but can see through your ethereal form as if it were your own. You cannot make attacks in this form, and you have a flight speed of 50 feet. You can also mark a creature you can see in this state as a bonus action. You always know where a marked creature is, and you have advantage on attack rolls against a marked creature. A mark lasts for 1 hour after you leave your ethereal form, and you can mark a number of creatures equal to your Intelligence modifier, failing to mark any further.

After you use this feature, you can’t do so again until you finish a long rest.

Previous Versions

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5/3/2021 11:20:05 PM
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