Rogue
Base Class: Rogue

Spook your friends, slaughter your enemies! Woohoo!

Bonus Proficiencies

When you take this subclass at 3rd level, you gain proficiency in heavy melee weapons and medium armor, as well as leatherworker’s tools. Heavy weapons gain the finesse property while being wielded by you.

Psychotic Endurance

Starting at 3rd level, you become a nightmare who is not easily felled. Whenever you roll for initiative or make a roll with advantage, you gain temporary hitpoints equal to your Constitution modifier.

Gruesome Totems

Starting at 9th level, you have become an expert at evoking deep seated fear in your prey. You are adept at creating Gruesome Totems, terrifying items that can range in size from tiny to large. Using your leatherworking tools, you may craft one per short or long rest, and place one as an action. Whenever a creature who has not yet seen the totem encounters it, they must roll a Wisdom saving throw. The DC for the saving throw is equal to 8+your proficiency bonus + your Constitution modifier. The creature makes the save with disadvantage if the totem is composed of an object that they would recognize, a corpse or body part of a creature of their race or species, or any other components that could be predicted to invoke a personal fear or scare them specifically. On a failed save, the creature becomes frightened of you and the totem, and has disadvantage on initiative rolls as long as it is frightened. You have advantage on attack rolls made against it as long as it is frightened in this way. It may repeat the saving throw as an action of each of its turns. A creature who succeeds the saving throw cannot be frightened by the same totem again. 

You can carry a number of totems equal to your proficiency bonus (as long as you do not exceed your carrying capacity). Totems decay and become obsolete 24 hours after placement.

Jumpscare

Starting at 13th level, when you Hide as a bonus action, you may choose to Lurk. You may stay Lurking until you cast a spell or make an attack. While you are concealed from all hostile creatures and are Lurking, you know the exact location and appearance of all creatures within 30 feet of you and all frightened creatures within 100 feet of you. Whenever a creature enters or begins its turn in the 30 foot radius around you, or a creature that is frightened enters or begins its turn in a 100 foot radius around you, you may teleport into an unoccupied space next to it. You may then take the Attack action, and any of your attack rolls are made with advantage. 

You can Lurk a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Undying Endurance

By the time you have reached 17th level, you have become a creature of pure malevolence: the perfect killer. You no longer need to eat, drink water, or breathe. Whenever you would gain temporary hitpoints or regain hitpoints, add your proficiency bonus to the result.



Slasher Rogue Image

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