Rogue
Base Class: Rogue

Turns out you were made by some sort of eldritch being and you finally unlocked your abilities

Eldritch Reaction

Your initiative includes your charisma modifier due to it having eldritch connections, meanwhile as an additional feature, for the first round of combat you can call upon the eldritch lords and have them give you a bonus of allowing an additional weapon attack, and advantage on your attacks, as this lasts until your turn ends.

Eldritch Arcana-Science Experiment

Cause you were made in a lab using un-holy magic, you gain these benefits and drawbacks

Benefits
1. Due to your strange yet unholy nature, you passively have advantage on deception checks, as creatures that would normally be able to tell if you're lying, what your alignment is, or your creature type, would not be able to do so.
2. When using sneak attack, you're able to add a d6 of psychic/force [aberration], fire/acid [fiend], necrotic/poison [undead] damage towards the damage dealt from the sneak attack, the number added being a 1/4th of your level.
3. When it comes to your roots, you are able to choose from three creature types, aberrations, fiends, and undead. Choosing one of them will grant you the ability to speak to, and possibly befriend the creature type you chose, as doing so grants you the ability to summon one or two creatures [They cannot be above cr 2 in order to summon them, which is twice per longrest] 

Drawbacks
1. Cause of this though, you have disadvantage on insight checks, and usually end up being either too paranoid or too trustworthy of people [you decide your personality trait]
2. N/A
3. All creatures that are enemies or studied the creature type, know exactly what you originate from, causing you to get 1d8 more damage from their attacks, and they're instantly either enemies or untrustworthy of you.

Abberation Origination

You are capable of befriending and actually speaking to any creature that has the abberation creature type, but those who are enemies of them are also enemies of you, meanwhile those who studied them are untrustworthy of you.

Fiend Origination

You are capable of befriending and actually speaking to any creature that has the fiend creature type, but those who are enemies of them are also enemies of you, meanwhile those who studied them are untrustworthy of you.

Undead Origination

You are capable of befriending and actually speaking to any creature that has the undead creature type, but those who are enemies of them are also enemies of you, meanwhile those who studied them are untrustworthy of you.

Shroud of Darkness

You gain the ability to activate a shadowy cloak to cover you which gives you advantage on stealth, +10 movement and gives you the ability to gain +2 ac for 1 minute. [If activated during the night with no source of light hitting you, you're considered invisible.] This can be activated once per short rest and uses a bonus action.

Eldritch Stalker

You have advantage on initiative rolls if your enemy doesn't see you, meanwhile you gain an extra attack action permanently [From the 3rd level feature] 

Eldritch Evolution

Depending on which creature type you're part of finally unlocks your true powers!

ABBERATION

You gain advantage on any charisma-based check against aberrations, you can ally and summon aberrations that are CR 10 or lower twice per long rest, you gain immunity towards psychic [you can still let anything telepathic inside your mind if you want] damage with resistance against force, and last but not least, you know where any aberration creature is within a 5 mile radius, but not how to get there.

FIEND

You gain advantage on any charisma-based check against fiends, you can ally and summon fiends that are CR 10 or lower twice per long rest, you gain immunity towards fire damage with resistance against acid, and last but not least, you know where any fiend creature is within a 5 mile radius, but not how to get there.

UNDEAD

You gain advantage on any charisma-based check against undead, you can ally and summon fiends that are CR 10 or lower twice per long rest, you gain immunity towards necrotic damage and poison/poisoned, and last but not least, you know where any undead creature is within a 5 mile radius, but not how to get there. [Note: you can bypass undead charmed/frightened condition immunity with this]


[Note: As a bonus you deal an d8 extra amount of all types of your weapon/sneak attack damage has towards enemies of your creature type from the option you chose, the amount being 1/4 your level]

Bonus: all options have immunity towards the charmed and frightened condition, as you gain resistance towards non-magical weapons.

Abberation

You gain advantage on any charisma-based check against aberrations, you can ally and summon aberrations that are CR 15 or lower twice per long rest, you gain immunity towards psychic [you can still let anything telepathic inside your mind if you want] damage with resistance against force, and last but not least, you know where any aberration creature is within a 5 mile radius, but not how to get there.

Fiends

You gain advantage on any charisma-based check against fiends, you can ally and summon fiends that are CR 15 or lower twice per long rest, you gain immunity towards fire damage with resistance against acid, and last but not least, you know where any fiend creature is within a 5 mile radius, but not how to get there.

Undead

You gain advantage on any charisma-based check against undead, you can ally and summon fiends that are CR 15 or lower twice per long rest, you gain immunity towards necrotic damage and poison/poisoned, and last but not least, you know where any undead creature is within a 5 mile radius, but not how to get there. [Note: you can bypass undead charmed/frightened condition immunity with this]

Previous Versions

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