Fighter
Base Class: Fighter

The Outsider is a captivating and enigmatic figure who bestows extraordinary powers upon select individuals. He is a mysterious supernatural entity, existing outside the bounds of time and space. The Outsider's appearance is striking, adorned with ethereal tattoos that glow with otherworldly energy, and his piercing eyes hold a depth of knowledge that seems to span beyond mortal comprehension.

As the harbinger of these incredible abilities, the Outsider chooses individuals who possess a spark of potential or are entangled in significant events. He grants them his mark, a symbolic brand that materializes on their hand, forever binding them to his otherworldly power. When the Outsider imparts his mark, it is as if a gateway to the realm of the Void opens within the recipient's soul, allowing them to tap into its dark and arcane energy.

The powers gifted by the Outsider are varied and remarkable. He grants the ability to manipulate time, to blink across distances in an instant, or to become unseen, lurking within shadows undetected. Some bearers of his mark can summon swarms of shadowy creatures to aid them, while others can transform into a shadowy form, granting them enhanced speed and agility. The Outsider's powers are both a blessing and a curse, as they alter the perception of reality and draw the attention of otherworldly forces.

But the Outsider's gift is not bestowed without consequence. Those who receive his mark become forever marked as outcasts, shunned by society and haunted by the presence of the Void. The Outsider's power is both seductive and corruptive, and the choices made by the marked individuals can shape their destiny and the world around them.

Intriguing and elusive, the Outsider remains a character of fascination, embodying the duality of power, the allure of the forbidden, and the enigmatic nature of the supernatural. His presence and influence add a layer of mystery and depth to the world, as players unravel the secrets behind his motivations and the true extent of his powers.

Outsiders Mark

In the realm of The Outsider, the god of darkness and emptiness, a void-born power is granted to the chosen few. Through The Outsiders mark, individuals become conduits of the boundless void, wielding powers that manifest as the embodiment of emptiness itself. They harness the ability to cloak themselves in shadows, moving unseen and undetected, manipulating the very fabric of darkness to obscure their presence or create tangible weapons of pure void energy.

When you choose this archetype at 3rd level, you learn void abilities that are fueled by points called, Umbra Points. 

You may choose up to 3 abilities to start, as you level up you gain more abilities.

You begin with 3 Umbra Points to start.

Void Abilities. You can use only one ability per turn.

At Higher Levels. You may expend more umbra Points to enhance your void abilities.

You must have one free hand to be able to use abilities as the casting requires a free hand.

Powers:

  • Blink
  • Dark-Vision
  • Possession
  • Devouring Swarm
  • Wind-Blast
  • Far-Reach
  • Shadow-Walk
  • Doppelganger
  • Mesmerize
  • Domino

Outsider's Influence

At 3rd level, you gain proficiency with one-handed weapons

Void Abilites

Void Abilities

Blink

As a bonus action, expend one Umbra Point, and blink (Teleport) up to 15 feet into an unoccupied space. Must have less than half-quarters cover and be able to see where you want to teleport. After teleporting you may roll for stealth if you teleport out of vision of an enemy. 

Does not proc opportunity attacks and enemies who are not looking where you teleported do not know where you are.


Dark-vision

As a bonus action, expend one umbra point, and you gain Dark-vision for 5 minutes. You also gain the ability to see and sense heat signatures through walls up to 10 feet, lasting for 30 seconds.  

Does not reveal undead, fiends, celestials, constructs, ooze, and plants. 

Devouring Swarm

As an action, expend one Umbra Point, you may summon a devouring swarm of rats on a creature you have line of sight on, within 15 feet, and the creature takes 1d8+2 Piercing Damage. The creature must make a Constitution Saving Throw (DC 14). On failure, takes full damage and is considered bleeding until stabilized, on success takes half damage and is not considered bleeding.

 

 

Domino

a

Doppelganger

a

Far-Reach

As a bonus action, expend one Umbra Point, you may form a void hand and extend it 10 feet. You may retrieve anything that weighs 1/4th of your characters weight, if it weighs more, you must make a STR check to see if you may lift it.

Mesmerize

a

Possession

As an action, expend an Umbra point, you may attempt to possess any creature within 15 feet. They must make a Wisdom Saving Throw (DC 13). On success the creature is alerted to your position, on fail, you temporarily gain the ability to possess the creature, and you are able to control someone for One Minute or Until they succeed on their Wisdom Saving Throw. 

Does not work on Celestials, Constructs, Plants, Undead, or Ooze. 

Shadow-Walk

As an action, expend one Umbra Point, and you may turn into a stealthy void entity that crawls on the ground. While in this form, you are very difficult to see without being focused on. While in this form you may not attack or use any other ability, spell, or item. 

You gain the following abilities:

  • +10 to stealth checks (Yourself only)
  • Doubled base movement speed
  • You can fit into 1 foot by 1 foot spaces
  • You are able to crawl on walls; Climbing walls is normal speed 

Void-Blast

As an action, expend an Umbra Point, deal a concussive Void-Blast that sends a creature in front of you 10 feet away from you. If you were to take damage from a projectile, as a reaction, expend an Umbra Point, you may blast the projectile, slowing its velocity, taking half damage. 

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Improved Combat Superiority

At 18th level, your superiority dice turn into d12s.

Previous Versions

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