Rogue
Base Class: Rogue

You become a harbinger of the moment between life and death, helping souls pass to the afterlife. Carving their path to your own liking with your Soulblade but abiding to the rules of life and death.

Bladebond

3rd-level Afterpath feature

A blade you Attune to becomes the catalyst of all your paranormal powers. Attacks with it are considered magical. 

If a humanoid dies within 60 feet of you, using a Reaction you can command the soul to possess your Soulblade where it remains indefinitely. This is called a Soul-charge.
The Soulblade can be possessed by an amount of souls equal to your Proficiency Bonus.

You know the direction of the blades current location at all times while you remain Attuned to it. 

The connection severs if you choose to end Attunement. Any souls currently possessing the Soulblade are lost. 

Ferryman's Toll

3rd-level Afterpath feature

Your exposure to the paranormal gives access to a list of spells.
You may cast these spells by channeling the energy of the souls possessing your blade. You may cast a spell of a level equal to the amount of Soul-charges expended. 
(A level 1 spell by expending 1 Soul-charge, level 2 spell by expending 2 respectively, etc.)

Your spellcasting ability for these spells is Wisdom.

Upon expending a soul charge the soul is ushered into the afterlife.


 

Tokens of the Departed

9th-level Phantom feature

When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to generate it.

You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. You can use soul trinkets in the following ways:

  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that’s on your person and then immediately use Wails from the Grave, without expending a use of that feature.
  • As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Ghost Walk

13th-level Phantom feature

You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death’s Friend

17th-level Phantom feature

Your association with death has become so close that you gain the following benefits:

  • When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.
  • At the end of a long rest, a soul trinket appears in your hand if you don’t have any soul trinkets, as the spirits of the dead are drawn to you.

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