Rogue
Base Class: Rogue

A Riftstalker is a hunter that draws from the umbra void to hunt and kill its prey. They effortlessly walk in and out of their void pockets, disappearing in one place and appearing in another. They use their victims to feed the void, which acts as a home and a weapon in return. These stealthy hunters follow prey using umbral powers and ambush them using the dark power of the void.

Umbral Pocket

When you choose this archetype at 3rd level, you gain access to your umbral pocket. This pocket serves as a home base for you, providing food, water, and a place to sleep as long as you please the void. You cannot be followed into the pocket and you cannot heal hit points from spells or short/long rests in the pocket, but you can still refresh your abilities and reduce exhaustion.

Void Warp

Starting at 3rd level, you can use rifts and gaps through the void to surprise your foes. Against a creature that has not noticed you yet, you can use your bonus action to teleport up to 30 feet toward your target and make an attack. After this attack, you can choose to teleport back to your original position. You can use this feature a number of times equal to your proficiency bonus and regains all uses on a long rest.

Shadow Hunter

Starting at 9th level, you gain the ability to track your prey using the dark powers of the void. As a bonus action, you can choose to enter a hunter state. When in this state, all animals leave a trail of purple mist behind them. You cannot attack or interact with other creatures until you end this state as a bonus action, as all creatures appear as purple ghosts. Voices are muffled as your senses attune to the dark energy that you follow towards your prey. You can tell by the mist how far they have traveled, at what speed, how they are traveling, and which trail corresponds with a creature. This trail can only be hidden by magic and is considered magic for the purposes of concealment. The trail ends if they enter another plane. You can tell when this happens, but not to which plane of existence they have gone. You can use this feature many times equal to an hour wisdom modifier, and all use reset on a long rest.

Void's Grasp

At 13th level, you gain the ability to infuse your blades with umbral energy. When you use your Void Warp ability to sneak strike an enemy, you can choose to convert the damage to necrotic. The target is then enshrouded in magical darkness that clouds their vision. Other creatures cannot notice this darkness and are not affected by it. Creatures with darkvision can't see through this darkness, and nonmagical light can't illuminate it. The target creature can make a Constitution saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) on each of its turns to end the effect.

Umbral Prison

Starting at 17th level, you can spend an action to transport up to 5 creatures into your umbral pocket. While in your umbral pocket with other creatures, you are under the effect of the spell Greater Invisibility. All creatures in the pocket cannot heal and the area is under the effect of the Silence spell. The creatures are ejected back into their original position, or the closest unoccupied space, after the turns equal to your Wisdom modifier (minimum of 1), or you lose concentration. If a creature in the pocket hits you with an attack, you must make a Constitution saving throw, DC equal to 10 or half the damage you take, whichever number is higher. You can use this feature once per long rest.

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