Base Class: Rogue
The Raven Queen needs champions to preserve the line between life & death. There are some who wish to avoid their eventual fate, you are given the mission of preventing such people from rising to power.
Eyes of the Dark
3rd-level Ravens Shadow feature
Starting at 3rd level, when you choose this archetype, you can use an action to summon one of The Queens Favored Ravens. This Raven acts independently of you but it can fallow commands. In combat, it rolls its own initiative and acts on its own turn. The Raven can't attack, but it can take other actions as normal.
When the raven drops to 0 hit points, it disappears, leaving behind no physical form save for a single Feather. It reappears after you summon it again. As an action, you can temporarily dismiss the Raven to a pocket dimension.
While the raven is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your barrow the ravens sight, seeing through its eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. While using the ravens eyes, all forms of darkness become no obstacle to you. You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.
Mark of the Raven
3rd-level Raven Shadow feature
Starting at 3rd level, you can mark a creature within 60 feet of you as a bonus action. While the creature is marked you gain the following benefits for the duration, or you are incapacitated. Beginning at 3rd level, Mark of the Raven lasts up to one hour, increasing to 8 hours by 11th level, and further increasing to 24 hours at 17th level.
- You always know where you mark is located.
You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. - Your weapon attacks against the marked creature score a critical hit on a roll of 19 or 20.
- You can choose to have your sneak attack damage be Radiant or Necrotic Damage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Feathered Hunter
Starting at 9th level, you attain the gifts necessary to stop evil in in the darkest of dens. When you deal sneak attack to a creature, you can force them to make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency) or be paralyzed until the end of its next turn, and have its movement halved for 1 minute.
You may use this 3 times per short rest
Enshadowed Mind
Starting at 13th level, your mind becomes an impenetrable darkness. You gain advantage on any saving throws you would make for illusion magic. Additionally, you can no longer be frightened or charmed.
Banishing Backstab
At 17th level, when you deal sneak attack damage to a creature, you can force them to make a Intelligence saving throw with a DC of 8 + your Intelligence modifier + your proficiency modifier. On a failed save they are banished to a small demi-plane for 10 minutes.
You must concentrate on this banishment as you would a spell and you can only have one creature banished at a time. Once you successfully banish a creature this way, you can't do so until you finish a short or long rest.
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