Base Class: Rogue
A Dark Templar uses surprise and mystic arts to gain the upper-hand on their enemies. Their journey begins once a master appears before them. Through a mystical and sacred ritual, the minds of both master and student become one. The ritual allows the newly appointed Dark Templar to internally communicate with their master for wisdom and guidance. They also gain a gauntlet from their master that can create a Blade of Adun. The gauntlet assists with bolstering attacks and grants abilities. This style of succession has been performed over countless generations.
Nobody knows who originally developed the style, where it came from, or even what time it began. All those aware of the style know two things: it is a mysterious and dangerous style to face. There have been attempts to mimic the style over thousands of years. However, all attempts ended in a poor copy of the physical attack patterns and none of the mystical functions unique to a Dark Templar. The well-guarded secrets have caused unofficial copycats to believe it can only be taught from a current master, who are almost impossible to meet because of their elusiveness.
In the rare case, where a current practitioner is found and questioned, it is only shared that their master selected them to carry on the style's legacy and nothing more. It is an honor they must safeguard, with the utmost secrecy, until they have mastered the art and it becomes their time to pick a disciple.
- You learn one language of your choice.
- You use your Dexterity modifier for your attacks with the Blade of Adun.
- You use your Wisdom modifier for any feature's save DC.
Gauntlet of Zeratul
When you choose this archetype at 3rd level, you receive a Gauntlet of Zeratul from your master. You gain the following:
- Become fluent in one language (your choice) as your mind melds with the collective of masters.
- As a bonus action, you activate a Blade of Adun from your gauntlet. Adun was an ancient warrior who all Dark Templar seek to become. His ability to adapt and vanquish his enemies was unmatched. The blade attacks with the power of its fore-bearers and will evolve over time as you learn to master it. It is a colored blade of mystical energy that can be deactivated at any time (no action required), causing it to disappear. The appearance and color of the blade is unique to every user (your choice).
- As an action, you attack with the Blade of Adun. On a hit, it deals force damage equal to 1d4+1 plus the ability modifier used for the attack roll. It grows in power over time. The blade leaves no mark on its target if it deals damage. This blade is a simple melee weapon with the finesse and proficient properties. It is considered magical for the purpose of overcoming resistance and immunity.
This blade’s damage increases when you reach certain levels. The blade becomes 2d4+2 at 9th level, and 2d4+3 at 13th level.
Chrono Boost
At 3rd level, your new path allows you to channel mystical energy from the lines of succession within you. When you use your Chrono Boost feature, you choose between 2 options. You must then finish a short or long rest to use this feature again. Some effects require a saving throw.
Shadow Stride. As a bonus action, you disappear and shift to a location within 15 ft. You appear invisible at your new location, for 10 minutes. If you cast a spell or make an attack, you are no longer invisible.
The range increases to 30 ft. at the 13th level.
Shadow Fury. As an action, you disappear and shift between a number of enemies equal to your Wisdom modifier, within a 15 ft. radius. You deal half your Sneak Attack damage (rounded up) to each target, and at the end you reappear at your initial position. Each enemy hit must make a WIS saving throw against your save DC. On a fail, you appear invisible to them when you return, until the start of your next turn. If you cast a spell or make an attack, you are no longer invisible.
Psionic Storm
Starting at 9th level, your master teaches you how to channel energy into a furious storm. As an action, you create an energy storm up to 30 ft. from you in a 15 ft. radius sphere, dealing lightning damage, equal to double your Rogue level + your Wisdom modifier. Creatures must make a Dexterity saving throw against your save DC. If a creature succeeds its saving throw, it takes half damage (rounded up). You can choose to spare select creatures, but you must forfeit your bonus action and reaction until the start of your next turn.
You can use this feature 1 per day.
Khalani Network and Glyphs
When you reach 13th level, as an action, you choose up to a number of willing creatures within 30 ft. of you (this can include yourself) equal to your proficiency bonus. You create a telepathic-network between them for 10 minutes or until you use this feature again. While any linked creature is within 30 ft. of another, they can understand and speak Khalani and reach further linked creatures inside the network. A creature must know any language to benefit from this feature. A Dark Templar always knows Khalani.
Creatures outside the network only hear meaningless sounds. Also, unlinked creatures attempting to read Khalani must make an Intelligence check with a DC 21. On a save, they can understand the meaning of the glyphs. On a failure, they take psychic damage equal to a roll of your Sneak Attack.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The range increases to 60 ft. at the 17th level.
Void Stasis
When you reach 17th level, your master teaches you how to bend time and space to your will. Pushing you further towards your goal of becoming a Dark Templar master. You weave your hands together creating symbols to form an invulnerable stasis field around a creature.
As an action, make Huge or smaller creature within 30 ft. incapacitated, for 1 minute. While trapped, the creature gains immunity to all damage. You become restrained from your need to focus, as if you were concentrating on a spell. You gain temporary hit points equal to your Rogue level + Wisdom modifier. Once concentration ends, your walking speed is reduced by half from the strain placed on your body (until the start of your next turn).
You can expend both charges to target two creatures within range. Once concentration ends, your walking speed drops to zero (until the start of your next turn) and you gain 1 level of exhaustion.
You can use this feature twice a day.
Previous Versions
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