Rogue
Base Class: Rogue

"Through water we journey / Upon ice we watch / Amidst fog we hide / For the flowers unbloodied"

-- Mantra of the 'Sisters of Hyrvanis'

The Shadows in Your Mirror

The Sisters of Hyrvanis, individually known as Hyrvanites, are an organisation that has excited since the fall of Hyrvania - born to prevent any others from falling how their civilisation did. Their powers come from the moonlit lake that their homeland once looked over, now blessed by the Moon itself to grant them abilities essential for their purpose. They are able to alter their forms into various states of water; liquid, fog, and ice. By doing so, it opens up a world of possibilities, both defensively and offensively. This prowess has also granted them control over their own reflections, able to traverse from one to another - no matter the substance upon which it appears. 

An Eternal Promise

As mentioned previously, the Hyrvanites all work together to prevent what happened to Hyrvania happening again.

Hyrvania was once a country that worked in tandem with invading forces, acting as mediators with Devoix to allow them further access to the continent of Lucidia - though it was not called so at the time. Their king would, eventually, be replaced by a man who fell from the stars. Landing in Crescalia Lake with a dragon at his side, the people took this as a sign that the moon was not happy with their current ruler. He would be jailed and starved until his inevitable death whilst the new ruler took his place - and hence, the new, royal bloodline was founded. They would last only four generations, however, as conflict with Devoix began soon after his arrival. 

The last Hyrvanis of Hyrvania would reign for only thirteen days - on her last, she evacuated all civilians before the city was decimated and she was executed by Devoian forces. The Sisters of Hyrvanis were her royal guard, founded as a small group who would make sure to help those less fortunate after her death. 

They would help slay thousands of soldiers, dozens of officials, and even the King of Devoix himself - before mailing his head to the King Regent as a warning to stay away from Lucidia and its people.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Spell Slots

The Hyrvanite Spellcasting table shows how many spell slots you have to cast your Ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Fog Cloud and have a 1st-level and a 2nd-level spell slot available, you can cast Fog Cloud using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level Ranger spells of your choice, two of which you must choose from the conjuration and illusion spells on the Ranger spell list.

The Spells Known column of the Hyrvanite Spellcasting table shows when you learn more Ranger spells of 1st level or higher. Each of these spells must be an conjuration or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Ranger spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your Ranger spells, since you learn your spells through dedicated practice and willpower. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Waterworks

Your spells that utilise water leave behind puddles. When using a water-based spell or action on a person, should it be successful, the target becomes 'Drenched'.

When a target is 'Drenched', they are more susceptible to the elements. If they are attacked by the following elements successfully, then the proceeding action with occur:

  • Fire: Target is covered in steam, they are 'Blinded' until the fire-user's next turn.
  • Lightning: Target is 'Paralysed' until their next turn.
  • Cold: Target is 'Petrified' until their next turn.
  • Acid: Damage of this type is halved whilst the target is 'Drenched'.

Phase Shift

As a reaction, you dodge a melee attack you can see and instantly appear 5ft elsewhere in any direction, provided there's nothing blocking your way. When you perform this reaction, you leave behind a Form. This form can be made of one of the following:

  • Water: The assailant is now 'Drenched'.
  • Ice: The assailant's weapon is now stuck in a replica of your body. They must make an Athletics check against your Spell Save DC to retrieve it.
  • Fog: The assailant is now 'Blinded' until their next turn.

Your 'Water' Form will also leave behind a puddle.

The Ghost Below

You can enter a reflective surface larger than 3ft in radius. When you do, you immediately appear out of another reflective surface you know the location of. You must have seen this surface with your own eyes, and cannot transport if the surface is no longer present. Should it be destroyed midway through your transport, your body with be severed in two - half in the new location, and the rest where you entered from. Examples of surfaces include:

  • Puddles/ice/water
  • Metal
  • Windows/mirrors/glass 
  • Etc.

One With Water

You fully transform your being into a state of water from the following list:

  • Water: You can traverse through gaps from 1ft tall upwards, and are indistinguishable from real water. You can transform back to your regular form almost instantly, making for convenient hiding as you lie in wait.
  • Ice: You are completely immobile, but also cannot be broken unless melted with Fire. You can transform yourself into any shape provided it is no bigger than 5ft cubed. It takes a full Action to reform into your regular appearance. 
  • Fog: You become a thin, near-invisible gas that lingers in the air. You can travel through gaps even under 1ft but it takes a full Action to reform.

You remain in this form for as many minutes as is equal to your Wisdom modifier (i.e. if your modifier is +4, you are able to remain in that state for 4 minutes).

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