Rogue
Base Class: Rogue

You draw power from the Abyss, using it to gain the element of surprise on your enemies and add extra power to your blows. You are a master of repositioning and movement and you specialize in using your Abyssal power to blink around the battlefield. You need to think multiple steps ahead to chain together different abilities to deal the most amount of damage possible and blink away before you're even noticed. Tempering with the walls of the universe requires disipline and you may not always be safer in the Abyss than on Earth. Abysswalkers can learn this lost art through years of training from a young age, an innate ability, or a deal with an Abyssal entity in exchange for their soul. Whatever it is, Abysswalkers always know how to handle themselves in a fight.

Abyssal Rush

Starting at 3rd level, you can blink through the Abyss to the first enemy you can see, regardless of initiative and distance at the start of an encounter. When you teleport to the destination you gain advantage on any attack you make on the target creature. You can use this ability 3 times per long rest, regaining 1 use for a short rest.

When you choose this archetype at 3rd level, you gain the ability to blink over or part way up obstacles covering a distance equal to your Charisma score.

In addition, when you make a running jump, the distance you cover can increase by a number of feet equal to your Charisma modifier from a blink.

When you use Cunning Action you can make it a Cunning Blink, teleporting to your destination instead of walking, avoiding any opportunity attacks or traps along the way, when using Uncanny Dodge or Evasion you can make it a Blink Dodge, teleporting an additional 15 feet away in any direction.

Spectral Weapon

By 9th level, You have absorbed enough Spectral essence from the Abyss to imbue your earthly weapons with this essence. As a bonus action, you can choose two of your weapons to become spectral weapons, when wielded by you they can be summoned to your hand or inventory at any time and they deal an additional [roll]1d4[/roll] plus half your rogue level rounded down of force damage.

Marked for Death

When you reach 13th level, you have figured out how to combine the most useful aspects of the Abyssal and Material Planes. You can teleport to creatures who dare try to escape because if you have successfully attacked a creature with your Spectral Weapon in the past hour you can teleport to them on a successful DC=Target distance minus your Rogue level Charisma save. After teleportation you gain advantage on any attack roll you make against the target creature.

Ethereal Ghost

By 17th level you have mastered the art of Abysswalking, and you are able to walk the line between the Abyss and Earth, transforming into a ghost of shadows and smoke. While in this form: You gain advantage on any attack roll, your movement is doubled, any attempt to damage you has disadvantage and you can pass through the space of other entities and through thin walls. Any attempt to damage you in the Abyssal Plane has advantage and if you are hit by an attack in either Plane you are immediately brought out of this state and it does double damage. You can only use this ability once per long rest and it lasts for one round.

Comments

Posts Quoted:
Reply
Clear All Quotes