Base Class: Rogue
As you level up you will enhance your ability to take features from others and use them against each other.
Soul Armor
Starting at 3rd level, whenever you deal sneak attack damage to a creature you gain temporary hit points equal to 1/2 the damage dealt rounding up, plus the hit creatures constitution modifier, till the start of your next turn.
Swift Disarmament
When you choose this archetype at 3rd level, you gain the ability to disarm enemies instead of an attack.
Whenever you take the attack action on your turn you may choose to disarm a target within five feet of you. When you do this you must choose one Item in the targets hand and make a dexterity saving throw. The target makes a contested strength or dexterity saving throw. If they fail, the item is thrown ten feet in a direction of your choosing. If they succeed then they keep hold of the item and your attack is expended.
Ability Theft
Starting at 9th level, once per turn when you hit a creature with an attack you may choose to replace one of your ability scores (Str, Dex, Con, Int, Wis, Cha) with one of the ability scores of the hit creature until the end of your next turn, or, until the next time you use this ability again. ex. If you hit a goblin you may replace your intelligence score with the Intelligence score of the goblin.
Before you chose what ability score to replace you may make an insight check, DC 10+Their Charisma modifier. On a success the DM tells you one of the targets ability scores of your choice.
Unfair Combat
By 15th level, you have become so skilled in your craft that you can now use the stolen essence of others to give you the edge in a fight.
Starting at 15th level, whenever you deal sneak attack damage to a creature, you may choose to have the hit creature make a wisdom save DC 10+your charisma modifier+ your proficiency bonus. On a failed save you may choose one racial or class feature of the hit creature and gain the ability to use it until the end of your next turn, with DM's discretion.
At level 20, whenever you use this ability the hit creature looses the ability to use the stolen racial or class feature until the end of your next turn.
Spiritual Strike
When you reach 17th level, your training allows you to harness the mystic energy of that resides inside all creatures. Your access to this energy is represented by a number of Spirit points.
You start each day with, 1d8+your charisma modifier, (minimum of one) Spirit Points. For each Spirit Point you spend, after all are spent, you take 1d8 damage. The damage increases by 1d8 for each time you do this. This damage is not affected by temporary hit points. When you spend Spirit Points, the feature used is unavailable for the rest of your turn.
Spiritual Features - You can spend these points to fuel various Spiritual features. You know these features: Enhanced Blow, Rejuvenating Strike, and Helping Hit.
Enhanced Blow (Cost: any amount of Spirit Points) - Whenever you hit with an attack, add one damage die to the attack per Spirit point you choose to spend on this feature.
Helping Hit (Cost: 2 Spirit Points) - Whenever you hit with an attack, you may choose to spend two spirit points and heal an ally, within five feet of you, and heel them for the amount of damage that was dealt to them the previous round.
Rejuvenating Strike (Cost: 3 Spirit Points- Whenever you hit with an attack, you may choose to spend three spirit points and heal yourself for the amount of damage dealt. If the amount healed goes above your maximum hit points then the left over healing is turned into temporary hit points. These temporary hit points can stack.
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