So essentially the concept for this is to give a rogue a sort of berserker feel and to encourage mobility. Speed kills after all.
Dnd 5e Roguish Archetype
Corrupted :
Exploring the deep places of the world where few traveled was your business. You delved into ruins where none had been in centuries. You pillaged tombs that were forgotten for generations. And you found something, something no one should have found. You were touched by an ancient evil, and that touch has forever changed and corrupted you. The presence lingers on within you. The curse cannot be cured by any known means. Will you accept your fate? Embrace the darkness within and revel in it's power? Or will you fight against it and try to prevent yourself from being consumed in the enthralling temptation of this ancient immeasurable strength?
Infernal Instincts :
At 3rd level when you've been inflicted by the curse the presence within you will use it's powers to tap into your senses. It'll see openings and opportunities that normal combatants would miss. Add your Wisdom modifier to your initiative rolls.
Your body will seem to move on it's own to seize these chances as the thing within takes hold. Add +10 to your movement speed for the first round of combat.
Mantle of Malevolence :
At 3rd level you hear it in the back of your mind during combat. It calls to you. The more damage you take the louder it gets. It is part of you after all. If you were to die what would become of it? You can choose to give in to the call and use your bonus action to allow it to take over. Or you can fight against it (if health dips below 50% you must make a constitution saving throw. You'll need to repeat this save any time you take damage while health remains below 50%. On success you keep control. On failure the presence takes over attacking the nearest creature friend or foe. While under this effect the creature will use it’s maximum movement to chase it’s prey. It will also attack this prey with it’s maximum number of attacks each turn. The player may make another constitution saving throw at the end of each turn to try and regain control).
When taken over your drop all items you were carrying in your hands. Any natural weapons you have will be wreathed in a black flame like shadow. If you do not have any natural weapons (ie claws, fangs, spikes etc) claws and fangs will form from the shadow on hands and jaws. These natural weapons will be treated as simple weapons (with the light and finesse properties) that your are proficient with. 1d6 damage per claw or bite attack. This damage will be magical piercing. Improves to 2d6 at 9th level, 3d6 at 13th level, 4d6 at 17th.
The malevolent presence will envelope you granting the following benefits :
+ Wisdom Modifier to your AC.
+10 Movement speed.
Advantage on any Wisdom saving throw targeted at you.
To maintain these benefits the user must move a minimum of 5 feet during each of it's turns.
This features maximum duration is 1 minute.
If the effect ends via running out of time the user will be left in a disoriented state and will not be able to move or use any actions (ie action, bonus action, reaction) until the end of it's next turn.
If the effect is prematurely ended (the user not moving by choice or by force) the user will make a constitution saving throw. On success they will suffer the normal effects of the feature ending. On a failure the presence will seize control and in a frenzy will attack the nearest creature friend or foe. The user may make another constitution saving throw at the end of each subsequent turn to try and wrestle control back.
There is no means of purposely ending the effect early. Once the presence has hold it will not readily give it back.
You can use this feature a number of times equal to your proficiency bonus per day, and you regain all expended uses of it when you finish a long rest.
Insidious Insight :
At 9th level the presence is becoming more and more a part of you. It's becoming harder to tell where your will begins and it's manipulation ends.
As you and the presence become more intertwined you find you can tap into some of it's knowledge. Does this mean it can also tap into yours? If you gaze too deeply into the abyss does it gaze back? Do you dare?
You can gain advantage on any checks you make using any one of the following skills : Arcana, History, Medicine, Survival, or Religion. This effect will have a 24 hours duration. This can be performed once per day.
Frightening Frenzy :
At 13th level the presences hunger for violence has grown overwhelming. It leaves you with a feeling of invincibility. But could that possibly be real? It’s attacks have also grown more fierce and terror grips those who are forced to behold them.
You are now immune to the frightened condition.
When using your Mantle of Malevolence you will gain the following benefits :
When making a successful claw attack on your turn as a bonus action you may choose to make a bite attack.
Any creature within 10 feet who can see this bite attack will be unsettled by it’s fury. They will need to make a Wisdom saving throw (DC 10 + Wisdom modifier). On a failure the creature will be frightened.
While frightened by this feature, a creature must take all of it’s movement and the Dash action to move away from you by the safest available route on each of its turns, unless there is nowhere to left to run. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.
Relentless Rampage :
At 17th level the fight has ended. You and the presence are now one and the same. Who’s will was stronger? How have you changed as a result of this merging? Are you still you at all?
When you are covered by Mantle of Malevolence you gain the following benefits :
You no longer have a time limit or a limit to the number of times per day you can enter this state.
You also no longer have to make saving throws when forced out of this state as you are no longer battling the presence.
Upon making a successful bite attack, once per turn, you regain half the amount of piercing damage (rounded down) done by the attack as hit points.
You may now end the Mantle of Malevolence state at any time but the disorienting effect does remain.
So essentially the concept for this is to give a rogue a sort of berserker feel and to encourage mobility. Speed kills after all.
Dnd 5e Roguish Archetype
Corrupted :
Exploring the deep places of the world where few traveled was your business. You delved into ruins where none had been in centuries. You pillaged tombs that were forgotten for generations. And you found something, something no one should have found. You were touched by an ancient evil, and that touch has forever changed and corrupted you. The presence lingers on within you. The curse cannot be cured by any known means. Will you accept your fate? Embrace the darkness within and revel in it's power? Or will you fight against it and try to prevent yourself from being consumed in the enthralling temptation of this ancient immeasurable strength?
Infernal Instincts :
At 3rd level when you've been inflicted by the curse the presence within you will use it's powers to tap into your senses. It'll see openings and opportunities that normal combatants would miss. Add your Wisdom modifier to your initiative rolls.
Your body will seem to move on it's own to seize these chances as the thing within takes hold. Add +10 to your movement speed for the first round of combat.
Mantle of Malevolence :
At 3rd level you hear it in the back of your mind during combat. It calls to you. The more damage you take the louder it gets. It is part of you after all. If you were to die what would become of it? You can choose to give in to the call and use your bonus action to allow it to take over. Or you can fight against it (if health dips below 50% you must make a constitution saving throw. You'll need to repeat this save any time you take damage while health remains below 50%. On success you keep control. On failure the presence takes over attacking the nearest creature friend or foe. While under this effect the creature will use it’s maximum movement to chase it’s prey. It will also attack this prey with it’s maximum number of attacks each turn. The player may make another constitution saving throw at the end of each turn to try and regain control).
When taken over your drop all items you were carrying in your hands. Any natural weapons you have will be wreathed in a black flame like shadow. If you do not have any natural weapons (ie claws, fangs, spikes etc) claws and fangs will form from the shadow on hands and jaws. These natural weapons will be treated as simple weapons (with the light and finesse properties) that your are proficient with. 1d6 damage per claw or bite attack. This damage will be magical piercing. Improves to 2d6 at 9th level, 3d6 at 13th level, 4d6 at 17th.
The malevolent presence will envelope you granting the following benefits :
+ Wisdom Modifier to your AC.
+10 Movement speed.
Advantage on any Wisdom saving throw targeted at you.
To maintain these benefits the user must move a minimum of 5 feet during each of it's turns.
This features maximum duration is 1 minute.
If the effect ends via running out of time the user will be left in a disoriented state and will not be able to move or use any actions (ie action, bonus action, reaction) until the end of it's next turn.
If the effect is prematurely ended (the user not moving by choice or by force) the user will make a constitution saving throw. On success they will suffer the normal effects of the feature ending. On a failure the presence will seize control and in a frenzy will attack the nearest creature friend or foe. The user may make another constitution saving throw at the end of each subsequent turn to try and wrestle control back.
There is no means of purposely ending the effect early. Once the presence has hold it will not readily give it back.
You can use this feature a number of times equal to your proficiency bonus per day, and you regain all expended uses of it when you finish a long rest.
Insidious Insight :
At 9th level the presence is becoming more and more a part of you. It's becoming harder to tell where your will begins and it's manipulation ends.
As you and the presence become more intertwined you find you can tap into some of it's knowledge. Does this mean it can also tap into yours? If you gaze too deeply into the abyss does it gaze back? Do you dare?
You can gain advantage on any checks you make using any one of the following skills : Arcana, History, Medicine, Survival, or Religion. This effect will have a 24 hours duration. This can be performed once per day.
Frightening Frenzy :
At 13th level the presences hunger for violence has grown overwhelming. It leaves you with a feeling of invincibility. But could that possibly be real? It’s attacks have also grown more fierce and terror grips those who are forced to behold them.
You are now immune to the frightened condition.
When using your Mantle of Malevolence you will gain the following benefits :
When making a successful claw attack on your turn as a bonus action you may choose to make a bite attack.
Any creature within 10 feet who can see this bite attack will be unsettled by it’s fury. They will need to make a Wisdom saving throw (DC 10 + Wisdom modifier). On a failure the creature will be frightened.
While frightened by this feature, a creature must take all of it’s movement and the Dash action to move away from you by the safest available route on each of its turns, unless there is nowhere to left to run. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.
Relentless Rampage :
At 17th level the fight has ended. You and the presence are now one and the same. Who’s will was stronger? How have you changed as a result of this merging? Are you still you at all?
When you are covered by Mantle of Malevolence you gain the following benefits :
You no longer have a time limit or a limit to the number of times per day you can enter this state.
You also no longer have to make saving throws when forced out of this state as you are no longer battling the presence.
Upon making a successful bite attack, once per turn, you regain half the amount of piercing damage (rounded down) done by the attack as hit points.
You may now end the Mantle of Malevolence state at any time but the disorienting effect does remain.