Base Class: Rogue
There is no such thing as “choice” when it comes to who receives the Mark. It is given on the whim of some being whose place in this world is outside our realm of understanding. To that end, you won’t find your average Joe flashing one about on his way to plow the fields. Perhaps you seek vengeance for a wrong done to you, perhaps your life has taken a turn for the worse, or perhaps you’ve just caught Their eye. No matter the cause, no matter the reason, it’s up to you to put The Mark to use.
Gaze of the Outcast
As a bonus action you see as though you have Darkvision. Enemies are highlighted through walls up to 15 feet. It lasts for 1 minute. The number of uses is 2 + your proficiency modifier and can be recharge on any short or long rest
Shift
you can teleport anywhere you can see up to 30 feet; this cannot be done during combat. While in combat, anytime someone moves or ends their turn within 5 feet of you, you can use Shift as a reaction in any direction up to 10 feet without provoking an opportunity attack. The number of uses is your proficiency modifier and can be recharged by taking a long rest.
Living Shadow
Starting at level 9, the being behind the Mark whispers into your ear, you must push on. As an action, shape your form, bend beyond recognition into shadows. While in this form, your walking speed is increased by 10 feet and your climbing speed becomes 20 feet on any surface/angle of surface, when a creature tries to see you, make a stealth check with advantage and you are invisible in dim lighting. Living Shadow lasts for 1 minute, ends if you are incapacitated/die, an enemy succeeds on their perception check, or end it on your own as a bonus action. While in living shadow, you cannot attack or interact with objects, but you can instantly incapacitate one enemy. This ends Living Shadow immediately. Living Shadow can be done twice before needing a long rest to recover uses.
Together, They Fall
At level 13, you can connect the minds, bodies, the very fates of two individuals, within 30 of each other (and must remain within 30 feet of each other), together as an action. To link an unwilling individual, they must make a wisdom saving throw (DC = 8 + wisdom modifier + proficiency bonus) Any damage or healing done to one of the individuals translates to all others linked. If one of the linked individuals dies or is incapacitated, the rest take 3d6 psychic damage, and the remaining links are broken. Additionally, a link is broken if a new one is formed. The number of individuals you can link increases by 1 at level 15 and again at level 18. This can be done 2 times before needing a long rest to recharge uses.
Time Revoked
At level 17, You gain the power to bend time itself to your will. Activating outside of combat will put you outside the flow of time, allowing you to interact with the world freely without anyone’s intervention for 1 minute while outside of combat. If activated during combat, it is activated as an action, the next two turns are considered yours, and you have advantage on all attacks. After these two turns, the turn count resumes as normal and you gain 1 point of exhaustion. This can be done once (twice at Rogue level 20) before needing a long rest to recharge.
Previous Versions
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