Rogue
Base Class: Rogue

Rogues who have a connection to the afterlife are nothing new, some even gain powers from their closeness to death. However, some rogues aren't just acquaintances for death, they're an employee. A Shadow Walkers job is to locate and assassinate the beings that escape deaths grasp, using their vast array of weapons provided to them from their employer.

Most Shadow Walkers are paladins or warlocks to some degree, usually depending on which form of death they are an employer for. Whether it's the flaming pits of hell or the beautiful clouds in heaven, Shadow Walkers still do the same jobs, maybe with a little more tact if their employer is good aligned.

All Shadow Walkers are equipped with their signature Shadow Mask, a grim depiction of an animal your soul is related to. The deceitful tricksters who walk this path may have a mask akin to a fox, and a quiet loner might have a wolf. Whatever these masks depict, they usually are very basic in terms of color. Usually with a base of black or white, depending on the alignment of your contractor, and a single bright color which is placed around the eyes or defining features.

Shadows Mask

When you choose this archetype at 3rd level, you are given a mask which depicts an animal tied to your being. Select one skill of your choice. While you are wearing your Shadows Mask, you have proficiency in that skill.

Death's Contractor

Starting at 3rd level, you become better at finding and striking your targets. When you are attacking an Undead, you can apply sneak attack damage even without having advantage on the attack roll.

Additionally, as an action, your eyes can pick up on Undead more easily. For the next minute, all Undead you see are glowing with a colored aura, granting you advantage on attack rolls against them, or to spot them in a crowd. You can use this ability once, before needing to take a long rest to use it again.

Elevating Shots

At 3rd level, you gain an ethereal pistol which slowly disappears when fired. As an action, you can fire an Elevating Shot. This ranged weapon which you are proficient in deals 1d6 radiant damage on hit, and has a range of 100 feet. You can fire this ability up to a number of times equal to double your proficiency bonus, before you need to take a long rest to fire it again. If you have at least 1 charge, you can expend all of the abilities current charges to leap a number of feet equal to the charges you expend when doing this multiplied by five.

When you take this action, you can fire the pistol multiple times. You can fire it up until you reach half of your proficiency bonus, rounded down.

Soul Ammo

Beginning at 9th level, you learn to derive ammunition from the souls of your targets. When you reduce a creature to zero hit points, you can regain one charge in any of your abilities gained by this subclass.

Quick Shot

Starting at 13th level, you gain access to a spectral rifle, which disappears as it fires soul crushing rounds. As an action, you can fire a Quick Shot. This ranged weapon which you are proficient in deals 2d12 piercing damage on hit, and has a range of 200 feet. You can fire this ability an amount of times equal to half of your proficiency bonus rounding down, before you need to take a long rest to fire it again. If you have at least 1 charge, you can expend all of the abilities current charges to dash forward a number of feet equal to the charges you expend when doing this multiplied by fifteen, this movement is not affected at all by gravity, but the dash itself cannot have any vertical distance.

If you dash through the space of a creature, they must make a Dexterity saving throw (DC 8 + Proficiency Bonus + Dexterity modifier) taking 1d12 force damage on a failure, or no damage on a success. The force damage increases by 1d12 for each charge you expend when using the dash.

Blast Shots

Starting at 17th level, you gain access to an astral shotgun, which vanishes as it fires sprays of powerful bullets. As an action, you can fire a Blast Shot. This ranged weapon which you are proficient in deals 2d6 piercing damage and 2d6 fire damage on hit, and has a range of 30 feet. Unlike normal ranged attacks, you have disadvantage when attacking a creature that is not within 5 feet of you. You can fire this ability up to a number of times equal to your proficiency bonus, before you need to take a long rest to fire it again. If you have at least 1 charge, you can expend all of the abilities current charges to launch yourself 30 feet, while engulfed in flames. This movement is not affected by gravity, but you can only turn once during the movement.

All creatures within 5 feet of your dash trajectory must make a Dexterity saving throw (DC 8 + Proficiency Bonus + Dexterity modifier) taking 6d6 fire damage on a failure, or half as much on a success. The damage increases by 1d6 for each charge expended when using the dash.

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