Rogue
Base Class: Rogue

Hunting in the fey wild is no easy task when everything around is a trickster, so some have learned to become a trickster themselves. Setting traps, creating illusions, and ambushing prey make dusk hunters terrifying foes.

### Hunters weapon

Starting at level 3, you are proficient with longbows. And you can spend a short rest bonding with any ranged weapon to enchant it with the magic of the fey wild. While this weapon is enchanted, it has these benefits.

-Attack and damage rolls are magical and have a bonus equal to half your proficiency bonus (rounded down)

-Attacking in melee range doesn't give disadvantage

-Any ammo you use that's not broken returns to your quiver after 2 rounds


### Mystic Ambush
Starting at level 3, when you make an attack with your enchanted that triggers a sneak attack, you can use your fey magic to cause one of these effects instead. Some of these effects need a saving throw, the dc is 8+your wisdom modifier+ your proficiency bonus.

#### Entanglement
The target is restrained for 1 minute. At the beginning of its turn, it can make a Strength saving throw, ending the effect on a save.

#### Confusion
The target must succeed a charisma-saving throw or be charmed by you for 1 minute. While charmed, it must use its turns to attack any creature that is hostile toward you. The target can repeat the save at the end of their turns, ending the effect on a success.

#### Fear
The target must succeed a wisdom saving throw or be frightened by you for one minute. If they can see you, they must use their turns to drop their weapons and dash away from you, this movement does trigger an opportunity of attack. They can repeat the save at the end of their turns, ending the effect on a save.
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You can use this feature as many times equal to your proficiency bonus per short rest


### Menacing presanse

Starting at level 9, you can force a creature that has an intelligence score of 5 or greater and has seen you within the last 24 hours to make an intelligence saving throw (dc is the same as your Mystic Ambush). On a fail, the target always feels like you are in close pursuit of them and they sometimes see you in the corner of their eyes.

for the next 1d10 days -the the targets intelligence modifier (minimum of 1), you have advantage on investigation, perception, and survival checks to track track down and find the target. during this time when the target takes a long rest they roll a d6 and what it lands determens the effect.


1 the target doesnt regain hit dice. 
2 the target gains a point of Exhaustion.
3 the target doesnt ragain spell slots or other abilties that recharge on a long rest.
4 the target refuses to leave its resting spot.
5 the target becomes paranoid and attacks anyone who approaches them.
6 all of the above.


you can only target 1 creature at a time and must wait 12 hours before targeting a new creature.


### Unrelenting Traps

At level 13, you learn how to seal your preys fait. leaving them no place to run and if they do anyway, the consequences are dire.

you can create a number of 10 foot circles of magic on the ground with one of the following effects that are activated when a target creature steps on it for the first time.

#### Silent darkness
the target must succeed a constitution saving throw or be blinded and defend for 10 minuets. the target can repeat the save at the end of their turns, ending the effect on a save. A creature

#### Pralysis
the target must succeed a wisdom saving throw or be paralyzed for 10 minuets. the target can repeat the save at the end of their turns, ending the effect on a save.
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you can create 2 traps at a time and they each last 12 hours. After they disapear you cant use this feature again till you finish a long rest


### Feyhunter's Bane

Starting at level 17, when a creature fails a saving throw but uses legendary resistance to pass, you can use your reaction to cause the creature to fail anyway.

you can use this feature as many times a day equal to half of your proficiency bonus per long rest (round down).

Hunters weapon

Starting at level 3, you are proficient with longbows. And you can spend a short rest bonding with any ranged weapon to enchant it with the magic of the fey wild. While this weapon is enchanted, it has these benefits.

-Attack and damage rolls are magical and have a bonus equal to half your proficiency bonus (rounded down)

-Attacking in melee range doesn't give disadvantage

-Any ammo you use that's not broken returns to your quiver after 2 rounds

Mystic Ambush

Starting at level 3, when you make an attack with your enchanted that triggers a sneak attack, you can use your fey magic to cause one of these effects instead. Some of these effects need a saving throw, the dc is 8+your wisdom modifier+ your proficiency bonus.

#### Entanglement
The target is restrained for 1 minute. At the beginning of its turn, it can make a Strength saving throw, ending the effect on a save.

#### Confusion
The target must succeed a charisma-saving throw or be charmed by you for 1 minute. While charmed, it must use its turns to attack any creature that is hostile toward you. The target can repeat the save at the end of their turns, ending the effect on a success.

#### Fear
The target must succeed a wisdom saving throw or be frightened by you for one minute. If they can see you, they must use their turns to drop their weapons and dash away from you, this movement does trigger an opportunity of attack. They can repeat the save at the end of their turns, ending the effect on a save.
::

You can use this feature as many times equal to your proficiency bonus per short rest

Menacing presanse

| | | | |
|:----:|:-----------------:|:---------|:---------------------:|
| 1 | | the target doesnt regain hit dice. | |
| 2 | | the target gains a point of Exhaustion. | |
| 3 | | the target doesnt ragain spell slots or other abilties that recharge on a long rest.
|4 | |the target refuses to leave its resting spot.
|5| |the target becomes paranoid and attacks anyone who approaches them.
| 6 | | all of the above.


you can only target 1 creature at a time and must wait 12 hours before targeting a new creature.

Unrelenting Traps

At level 13, you learn how to seal your preys fait. leaving them no place to run and if they do anyway, the consequences are dire.

you can create a number of 10 foot circles of magic on the ground with one of the following effects that are activated when a target creature steps on it for the first time.

Feyhunter's Bane

Starting at level 17, when a creature fails a saving throw but uses legendary resistance to pass, you can use your reaction to cause the creature to fail anyway.

you can use this feature as many times a day equal to half of your proficiency bonus per long rest (round down).

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