Base Class: Rogue
Being Inconspicuous is one of the best traits for a rogue. some of then, trough training their deceitfulness, might found a connection with a mysterious energy called "Twin".
Rogues who master that energy can be mischievous infiltrators and assassins who enhance their senses and veil the senses of those around
though those rogue are rarely seen in the multiverse, they are often people who enter in contact with a mirror zone that linked then with the "twin" or was taught by changelings the natural users of the "twin", and not so often the "twin" even learned it by hitting a fork in a glass and other unexplainable ways
Being practically ghosts in battle for their enemies one thing is certain, you should run and try your luck to not hit your face in a wall
Notes: I don't know if something is wrong in English part, because my main language is Portuguese and I really wanna know if "Twin" fells weird to read
Twin tremble
Immediately after you deal your sneak attack damage to a creature in your turn, you can force the target to make a constitution Saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, The creature is ether blinded or deafened (you chose) until the beginning of your next turn.
note: maybe change the duration or put it a number of times equal your proficient bonus, until a Long rest
Twin Sense
you have Tremorsense with a range of 5 feet
note: maybe merge it and put other thing
Devilry energy
when you take damage by an creature that you can see within 30 feet, you can chose one of the following effects
* fragility - chose one type of damage, between slashing, piercing and bludgeoning that the creature lack resistance, it becomes vulnerable to the chosen type
*debility - the creature becomes poisoned, and their speed is reduced by half
*mindless - the creature automatically fails Wisdom and intelligence saving throws
as a action on the creature turn, it can make a constitution Saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) to end the effect. only one effect can be active at time.
you can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest
Note: is that to strong? maybe move to 13 lv or put something else in place
Twin mastery
- now your Tremorsense have a range of 15 feet.
- you can chose to Paralyze the creature when you use "Twin tremble"
- you gain flying movement equal to your walking speed
Note: I think that is kina weak at this lv, but has some flavor
Divided echo's
you can choose up to thee creatures within 30 feet of you, Each creature you chose must make an Dexterity Saving throw (DC 8 + your Dexterity modifier + your proficiency bonus).On a failed save, they fall unconscious, on a success the creature take 10d10 thunder damage
note: is 17 lv if it is weak or strong does no matter anymore
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