Rogue
Base Class: Rogue

As a Shadow of Myrkul, you are a conduit of the God of Death himself, Myrkul. The power bestowed upon you is shadowy and necrotic, using a shortsword as the focus of your dark abilities. Your skills bypass the natural resistances of the undead, making you a dangerous foe to all who dare to disturb the natural order of life and death.

Myrkul's Chosen

  • Necrotic Affinity: You gain resistance to necrotic damage.

  • Myrkul's Strike: When you hit a creature with your shortsword, you can choose to deal an extra 1d6 necrotic damage. This damage ignores resistance and immunity to necrotic damage. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Singular Focus

Your training and connection with Myrkul allows you to specialize in wielding a single shortsword with deadly precision. When you are wielding a shortsword and no other weapon, you gain the following benefits:

  • You can use your bonus action to make an attack with your shortsword after you take the Attack action on your turn. This attack deals 1d6 additional damage.

  • When a creature misses you with a melee attack, you can use your reaction to make a melee attack against the creature with your shortsword.

Death's Whisper

You are imbued with Myrkul's knowledge of death. You learn the Spare the Dying cantrip, which you can cast as a bonus action and at a range of 30 feet. Additionally, you gain proficiency in the Religion skill, and your proficiency bonus is doubled for any ability check you make that uses this skill.

Grasp of the Deathlord

Myrkul's power flows through you, chilling your foes to the bone. Starting at 9th level, when you hit a creature with your shortsword, you can choose to expend one of your Sneak Attack dice to attempt to grasp the creature with Myrkul's spectral hand. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, it takes necrotic damage equal to the Sneak Attack die you expended and its speed is reduced to 0 until the start of your next turn. This damage bypasses necrotic resistance and immunity.

Death's Embrace

Your connection with Myrkul allows you to bring allies back from the brink of death. Starting at 13th level, as an action, you can touch a creature that has 0 hit points and stabilize it. The creature then gains hit points equal to your Rogue level + your Dexterity modifier and is no longer unconscious. Once you use this feature, you can't use it again until you finish a long rest.

Avatar of Myrkul

At 17th level, Myrkul's power fully imbues your being, transforming you into a veritable avatar of the God of Death. As a bonus action, you can invoke the aspect of Myrkul, which lasts for 1 minute or until you are incapacitated or die. During this time, you gain the following benefits:

  • Shadow Form: You become semi-incorporeal, gaining resistance to all damage except force and radiant. Your movements become a whisper of shadow, giving you advantage on Dexterity (Stealth) checks.

  • Hand of Death: Your shortsword strikes are empowered, dealing an additional 2d6 necrotic damage on a hit. This damage ignores resistance and immunity to necrotic damage.

  • Aura of Despair: Your presence sows terror in the hearts of your enemies. All enemies within 30 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or become frightened until the end of your next turn. Once a creature succeeds on this saving throw, they are immune to your Aura of Despair for the next 24 hours.

  • Undying Vitality: If you drop to 0 hit points while you're transformed, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Shadow Of Myrkul Image

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