Rogue
Base Class: Rogue

People that lose a chunk of their soul are husks of their former selves, but some people turn this weakness into a strength. With a hole inside it is possible to reach out to a higher power to fill the cracks leaving them forever scarred but also reborn. Silent souls are detached from life knowing they are no longer fully of this world, scared by a greater power than themselves. Silent souls are killers in the dark, their targets will never know they are hunted until they feel the blade within them.

Fractured soul

At 3rd level, you have lost a part of your soul in a terrible event but for some reason, you gained something new to fill the hole. You can choose where and how you lost part of yourself and how that affects your character or you can use the chart provided below.

 

A Wraith drained part of you leaving you not fully alive. 

You lost part of your soul in a contract with a Devil. 

You are forever connected to the Feywild as you never truly left

Part of you is now the mouth of an extra-dimensional creature

Draining Influence

Also at 3rd level, As a bonus action on your turn you can create a 5ft sphere centred on you for 10 minutes. Inside the sphere, no sound can be created or pass into your void from outside. Creatures within gain immunity to thunder damage while inside and spells that require verbal components are impossible. creatures inside the sphere also gain a + 5 bonus to Dexterity (Stealth) checks. 

If a creature is within your void at the start of its turn then you can choose to make it roll a constitution saving throw (DC equal to 8 +  your Constitution modifier + your proficiency bonus). If a creature fails its save, it takes necrotic damage equal to your sneak attack die and its speed drops to zero for the rest of its turn, on a success the creature takes half damage and loses 10ft of speed for the rest of its turn. 

You have advantage on all attacks against creatures that started their turn within your void. You can use this feature a number of times equal to your proficiency bonus +1 every long rest.

Detaching from reality

At 9th level, Whenever you use a Dash action on your turn you gain the ability to become incorporeal and move through non-magical terrain and into solid objects as if it was difficult terrain. If you end your turn inside an object you are immediately forced into the nearest unoccupied space and you take force damage equal to the number of feet you moved x 2 after which you fall prone.

Increasing influence

At 13th level, your void grows in size as Lose another part of yourself. When you use your Draining influence or on your turn as a bonus action or when you summon it, you can increase the radius of your sphere to 15ft. When you do so the area becomes difficult terrain for all creatures except for any that you designate immune to this effect

Dispersal of self

At 17th level, As an action, you can choose any number of creatures that are within your void to become invisible and they also gain access to your detached from reality feature. This effect lasts until a creature attacks, casts a spell or ends its turn outside the range of your void. You can use this feature once every short or long rest.

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