Base Class: Rogue
Mark of the Outsider
Mark of the Outsider
Starting at 3rd level, you are granted power from the void. You gain mana points which can be spent to use void powers.
You have 10 mana points. To use a void power, you must expend the appropriate mana points as indicated by the void powers action. After a void power you used ends, you regain 2 mana at the end of your next turn if you do not use your Action or bonus action on your next turn. You regain all expended mana points on a long rest.
Unless otherwise noted, the bonuses gained for powers as you increase in levels stack with previous bonuses.
Bend Time
Expending 6 mana as a bonus action, you slow the flow of time, allowing you to do more with less. You gain an additional action to use on this turn.
At 9th level, you are able to mitigate the slowness of time on yourself. Your movement speed is doubled for your turn, and opportunity attacks made against you have disadvantage.
At 13th level, your ability to slow time and leave yourself completely unaffected has been perfected. You gain an additional bonus action to use this turn.
At 17th level, you no longer slow time, but stop it completely. All previous bonuses are replaced with you gaining an additional turn to use immediately, and movement does not provoke opportunity attacks during this turn.
Blink
Expending 2 mana as a bonus action, you vanish, teleporting up to a number of feet equal to your movement speed to an unoccupied space you can see. You can bring along objects as long as their weight doesn't exceed what you can carry.
At 9th level, if a space within range is occupied by a creature, you can teleport to an unoccupied space adjacent to them and attempt to grapple or shove the creature as part of the same bonus action. Even if you miss, they become aware of your presence if they weren't already.
At 13th level, the range increases to double your movement speed.
At 17th level, if a space within range is occupied by a Large or smaller creature, you can teleport to their space, moving them 5 feet in a direction you choose, and knocking them Prone.
Devouring Swarm
Expending 4 mana as an action, you can summon a Swarm of Rats that last up to 1 minute next to an enemy within 30 feet that you can see. The swarm will then attack that enemy each turn, or run after them if they aren't within range, until the swarm or the enemy dies, at which point the Swarm of Rats disperse. The Swarm of Rats has normal statistics, except their attack bonus is replaced by your Charisma modifier + your proficiency bonus, and their damage gets a bonus equal to your Charisma modifier.
At 9th level, you summon two Swarm of Rats instead of one, and their attacks are considered magical for the purpose of overcoming resistances to damage.
At 13th level, the Swarm of Rats don't disperse after killing the enemy, instead able to attack the nearest hostile creature before they disperse.
At 17th level, the Swarm of Rats are immune to all damage, as more rats are summoned to replace those that die.
Domino
Expending 3 mana as a bonus action, you can successively link up to two humanoid creatures within 60 feet of you and each other. It lasts so long as you remain within 60 feet of them, and they remain within 60 feet of each other. The link causes it to be such that if one of the humanoids is knocked unconscious or dies, the other must make a Constitution saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus or suffer the same fate. If a linked creature has at least double the hit points of the creature that is killed, it has advantage on the saving throw. If you use this ability while creatures within range are already linked, it links the new creature, unlinking the first linked creature if the limit of links has been reached.
The mana cost is 3 per link. That is, if you link 2 creatures (one link), it costs 3 mana. If you link 3 creatures (two links), it costs 6 mana. If you link 4 creatures (three links), it costs 9 mana. All creatures can be linked as part of the same bonus action, or they can be linked successively, with excess links unlinking the links in the order in which the links were established.
At 9th level, you can link up to 3 humanoids.
At 13th level, you can link up to 4 humanoids.
At 17th level, you can link any creature type that is not a construct or undead. However, linking non-humanoids costs 1 extra mana per.
Doppleganger
Expending 6 mana as an action, you create an illusory duplicate within 30 feet of you that is indistinguishable from yourself that has 1 hit point, 10 AC, and lasts for 1 minute. It doesn't move from its location, but is not static, instead appearing to breathe or sway gently in its location. Your duplicate counts as a creature of your type for the purpose of being targeted by effects. If it's hit, it appears to die in a rather convincing manner appropriate to how it was hit and remains appearing dead for the duration. A successful Intelligence (Investigation) check with a DC of 8 + your Charisma modifier + your proficiency bonus reveals it to be an illusion. If you attempt to create another doppleganger, the previous one vanishes.
At 9th level, you can magically switch places with your duplicate as a bonus action. A successful Intelligence (Investigation) check with a DC of 8 + your Charisma modifier + your proficiency bonus reveals that you switched places.
At 13th level, the duplicate becomes animated and less illusion, as its able to affect reality. It uses your statistics and any nonmagical equipment you are utilizing, except it has 1 hit point. It's attacks are considered magical for the sake of overcoming damage resistances. You can mentally command it as a bonus action. It then attempts to follow those orders to the best of its ability.
At 17th level, you can have two dopplegangers in existence at once, each requiring their own action to summon, but can command both of them independently with the same bonus action. Summoning a second doppleganger while another is active costs 2 less mana.
Far Reach
Expending 2 mana as a bonus action, you extend a visibly spectral claw to a point you can see, and rapidly pull yourself to it. You can use this to move up to a number of feet equal to double your movement speed in any direction, but not through objects.
At 9th level, you are able to pull medium or smaller inanimate objects within range to you, including corpses.
At 13th level, you are able to pull Medium or smaller creatures to you. They must make a Strength saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save, they are pulled towards you rather loudly and unstealthily, alerting all creatures that can hear within 300 feet, and you have advantage on your first attack against them on this turn. On a successful save, you are pulled to them, and they become aware of your presence.
At 17th level, you can now pull Large creatures to you as well, and if the creature fails their saving throw you can choose to attempt to Grapple them as part of this bonus action. They have disadvantage on checks made to resist and escape this Grapple.
Mesmerize
Expending 4 mana as an action, you can summon a void spirit to distract up to two creatures you can see within 30 feet of you and each other. They must make a Wisdom saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus. On a failed save, they are charmed. While charmed, they are incapacitated and their speed is reduced to 0. This effect lasts until the end of your next turn. Charmed creatures do not remember being charmed, nor have any recollection of the time during which they were charmed.
At 9th level, you can distract up to three creatures instead of two.
At 13th level, you can distract up to four creatures instead of three, and the range increases to 60 feet of you and each other.
At 17th level, you can distract any number of creatures you can see within 30 feet of you.
Possession
Expending 6 mana as an action, you can target a Medium or smaller beast within 10 feet of you and force them to make a Wisdom saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failed save, your body melds into the target, allowing you to assume control of them for up to 1 minute. You are able to transition your possession to a new host as an action during the duration, granted they fail their saving throw. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw with a DC equal to 8 + your Charisma bonus + your proficiency modifier. On a success, your body emerges from the host unscathed. Otherwise, you die.
At 9th level, you can possess and subsequently animate corpses or unconscious humanoids. However, you cannot take the Dash action except when possessing a beast.
At 13th level, you can now target humanoids with possessions.
At 17th level, you can now target any creature type and size except undead and constructs with possession.
Shadow Walk
Expending 4 mana as an action, you transform into a shadow on the ground, gaining a +10 to Stealth, and you can enter Tiny areas without squeezing while in this form. You maintain this form for 1 minute. Attacking or entering an area of bright light ends the power early. This form does not give you any resistances or immunities to damage or Conditions.
At 9th level, your movement speed is increased by 10 while in this form, and entering areas of bright light no longer ends the effect early.
At 13th level, you can make melee attacks in this form without ending the effect early. These attacks use the same statistics as your normal melee attacks.
At 17th level, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Furthermore, the shadow is incredibly difficult to detect. If you do not move on your turn, you are considered invisible until you move.
Void Gaze
Expending 3 mana as a bonus action, you can see creatures that are not constructs or undead within 10 feet, even if they're invisible, behind cover, or obscured, for a number of rounds equal to your Charisma modifier (minimum of 1). This void power is considered a divination spell for the purpose of being blocked, such as by Nondetection.
At 9th level, you can see traps and magical objects in addition to creatures, now including constructs and undead.
At 13th level, you can see the intended path of creatures (granted their mind can be read) as well as their projected line of sight: you have advantage on Dexterity (Stealth) checks made to hide from creatures within range of your Void Gaze.
At 17th level, the range of this ability extends to 30 feet.
Windblast
Expending 5 mana as an action, you create a powerful blast of wind to bash objects and opponents in front of you. All creatures in a 60 foot line must make a Strength saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus. On a failed save, the Huge or smaller creatures are pushed back 10 feet. Furthermore, weaker objects such as standard doors are shattered.
At 9th level, a smaller, secondary blast occurs around you, affecting all creatures within 10 ft.
At 13th level, the blasts deal 5d8 thunder damage to creatures on a failed save, and half as much on a successful one. Objects take the maximized damage.
At 17th level, creatures are pushed back 30 feet, and the damage increases to 8d8 thunder damage.
Enhanced Grappling
When you choose this archetype at 3rd level, you gain advantage on checks to Grapple. Furthermore, you can Sneak Attack creatures you're Grappling, and your unarmed strikes qualify for Sneak Attack while grappling a creature.
Bonecharms
At 9th level, you are able to apply charms carved on whale bone, fueled with power from the Void. You wear bonecharms of your choice, and can change your bonecharms after completing a long rest. You get two bonecharms, but the amount increases by two at 13th level, and two more at 17th level.
Accommodating Host
Possessing a beast lasts for an additional number of rounds equal to your Charisma modifier (minimum of 1).
Acrobat
If you have a climbing speed, it increases by 5 feet.
Agile Recovery
You can stand Prone by only expending 5 feet of movement.
Agile Will
Possession lasts two additional rounds.
Aquatic Nature
If you have a swim speed, it increases by 5 feet.
Armored Bones
You gain resistance to all damage, but your movement speed is reduced to 10 feet unless it is already lower, regardless of other bonuses.
Bird of Prey
If you reduce a creature to 0 hit points by Sneak Attacking them while dropping at least 10 feet down on them from above, you regain a number of hit points equal to your Rogue level.
Bright Moon
Your Dopplegangers deal 2d6 extra damage on attacks, but last half as as many rounds (rounded down).
Clumsy Assassin
After reducing a Small or larger creature to 0 hit points, you become invisible until the end of your next turn. However, you are louder, and always have disadvantage on Dexterity (Stealth) checks to move silently.
Cornered Animal
When you're below 10% health (rounded down), your damage is maximized.
Dark Extraction
Reducing a creature to 0 hit points while in Shadow Walk form gives you 10 temporary hit points.
Dark Power
At full mana, your speed is increased by 10 feet, you have advantage on Dexterity (Stealth) checks, and deal an extra 10 psychic damage with every weapon attack. At less than full mana, your speed is decreased by 10 feet, you have disadvantage on Dexterity (Stealth) checks, and deal 10 less damage with every weapon attack, to a minimum of 0.
Duelist's Skill
You can reroll 1's on pistol damage dice.
Enduring Allies
Your Dopplegangers last for an additional number of rounds equal to your Charisma modifier.
Exacting Aim
You can reroll 1's on hand crossbow damage dice.
Fading Light
Blink and Far Reach consume no mana if used on the same round as reducing a Small or larger creature to 0 hit points.
Familiar Scent
Beasts cannot smell you, making you immune to scent-based perception checks made by beasts.
Hardiness
Your hit point maximum increases by an amount equal to half your level (rounded down).
Invisible Thread
Far Reach renders you invisible during its movement.
Iron Roots
You have advantage on checks and saves made to resist being knocked Prone.
Leech Cuts
You gain a number of temporary hit points equal to your Charisma modifier each time you successfully hit and damage a creature with a melee weapon attack.
Leviathan's Breath
After running out of breath while under water, you can expend 1 mana to restore your breath, allowing you to hold your breath as though you'd just begun.
Life Bond
Whenever you are magically healed, your Dopplegangers receive the same healing.
Lightweight
Fall damage you take is halved, but whenever you regain hit points you regain half the amount.
Mind Runner
You can now take the Dash action when Possessing a creature no matter the creature type.
Power Slash
You gain a +2 bonus to damage rolls with a dagger, short sword, scimitar, rapier, and longsword (wielded with one hand), but you have a -1 to attack rolls with those weapons.
Relocation Sickness
If a creature attempts to teleport while within 30 feet of you, or teleports to a point within 30 feet of you, they must make a Constitution saving throw with a DC equal to 8 +your Charisma modifier + your proficiency bonus or be Poisoned until the end of their next turn.
Resilient Allies
Dopplegangers have +2 AC.
Restorative Glimmer
You regain 1 hit point every round you are using Void Gaze.
Robust
Whenever you recover hit points with dice rolls, you can reroll 1's and must take the new rolls.
Separation Trauma
Upon ceasing to Possess a creature, they must make a Constitution saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus. On a failed save they are rendered unconscious.
Shadow Embrace
Shadow Walk lasts an additional number of round equal to your Charisma modifier.
Shadow Repose
You regain 1 hit point when you begin Shadow Walk, and each time you begin your turn in Shadow Walk.
Shivering Silhouette
Enemies have disadvantage on ranged attacks against you, but you have disadvantage on Dexterity(Stealth) checks made to hide.
Solid Landing
Upon landing after falling from a significant height, you create a shockwave that affects creatures around you. If you fall at least 10 feet, and for every 10 feet you fall up to 1000 feet, the shockwave increases by 5 feet. Large or smaller creatures within the radius must make a Strength saving throw equal to 10 + 1 per 10 feet you fell, being pushed back to the edge of the shockwave and knocked Prone on a failed save, or being pushed back half the radius of the shockwave on a successful save (rounded down in increments of 5 feet).
If you are falling at a reduced speed, due to an effect similar to Feather Fall, or because of wings or otherwise, this effect does not occur.
Splintering Bolts
You gain one extra weapon damage die with hand crossbows, but the bolts always break on impact.
Stolen Breath
Pulling creatures to you with Far Reach is now quiet, making no noise and not automatically alerting those nearby. However, Far Reach costs 1 extra mana to cast when targeting a creature.
Strong Arms
You gain a +2 bonus to Grapple checks.
Strong Lungs
You can hold your breath for double your normal duration.
Swift Shadow
You gain +5 movement speed until the end of your turn after taking the Hide action.
Synergic Swarm
Devouring Swarm lasts and additional number of round equal to your Charisma modifier.
Twin Leech
You regain 1 hit point every round you have a Doppleganger active.
Undeniable
If you don't have disadvantage on an attack, you can forgo rolling and choose to hit with melee attacks automatically. However, you have vulnerability to all damage.
Undertaker
Humanoid bodies that are dead or unconscious do not count against your encumbrance weight, effectively having no detriment to your speed.
Void Armor
When you are hit with an attack, you can use your reaction to expend 1 mana to gain +5 AC until the beginning of your next turn, potentially causing the attack to miss.
Void Favor
Whenever you use a void power, roll a d100. If the result is equal to or lower than the mana cost, the void power consumes no mana.
Void Rapture
If a target rolls a Natural 1 on its saving throw against Mesmerize, it falls unconscious.
Void Winds
Windblast deals 2d8 extra thunder damage, but costs 1 extra mana to cast.
Whirlwind
You gain a +1 bonus to attack rolls made with a dagger, short sword, scimitar, rapier, and longsword (wielded with one hand).
Witch's Skin
When you take damage, you can choose to have your mana absorb it before it reduces your health. Each mana point absorbs up to 15 points of damage, being expended if it absorbs any. However, you cannot recover mana after using a void power as you normally would.
Zephyr
Your speed is doubled, but you're vulnerable to all damage.
Agility
At 13th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. Furthermore, your jump distance is doubled.
Shadow Kill
When you reach 17th level, your assassinations know no equal, destroying any evidence of your deeds. When you reduce a creature to 0 hit points, you can choose to shadow kill them, which instantly kills them and turns their body to ash, along with all nonmagical items they were wearing or carrying. You can choose to loot them immediately before they turn to ash. The ash is not substantial in amount, effectively allowing you to dispose of the body with almost no trace.
Previous Versions
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