Rogue
Base Class: Rogue

"Discard your identity and possessions."

The Night Lords are a shadowy organization of mercenaries known as the Faceless Ones. They operate with ruthless efficiency, driven by a pursuit of wealth rather than malice. Their methods are brutal and varied, including kidnapping, torture, and murder, all in exchange for the right price.

Faceless Ones undergo a unique transformation through a potion provided by the Legion of the Night Lords, which erases their facial features. This alteration conceals their identities entirely, though they retain the ability to breathe, see, and smell. The featureless appearance of the Faceless Ones strikes fear into those who encounter them and symbolizes their complete detachment from the world.

Their reputation is so formidable that even the prestigious Sigil Knight order once enlisted their services to steal the legendary Sanctum Spear from a heavily guarded sanctum. The Night Lords are feared and respected for their deadly precision and ability to operate in the shadows.

 

 

 

Agility

3rd level Night Lord feature
Your movements are quick and show no flaws. Your movement speed is increased by 10 feet.

Bane

3rd level Night Lord feature
When you land an attack on a creature, roll a d20. On a roll of 11 or higher, you place a shadowy sigil on the creature. This sigil allows you to instantly teleport to any point 5 feet away from the marked creature, consuming the sigil and allowing you to perform an extra attack as a bonus action. The sigil lasts for 1 minute.

Lethality

3rd level Night Lord feature

As an action, you can choose a creature you can see within 15 feet and perform a precise horizontal slash. You land 5 feet adjacent to the creature on the side opposite your attack. The attack deals 2d6 slashing damage. If this attack reduces the creature's hit points to 6 or fewer, the creature must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature is executed. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a short or long rest.
Reference the Chain Lethality once obtained for how lethality works now

At Higher Levels: This feature improves as you gain levels:

  • 5th Level: The damage increases to 3d6. The execution threshold increases to 8 or fewer hit points.
  • 11th Level: The damage increases to 4d6. The execution threshold increases to 10 or fewer hit points.
  • 17th Level: The damage increases to 5d6. The execution threshold increases to 12 or fewer hit points.

Triple Dagger Throw

9th level Night Lord feature

As an action, you can throw three daggers in rapid succession at up to three different creatures within 30 feet of you. Each dagger deals 2d6 piercing damage. If a target is hit by a dagger, their speed is reduced by 10 feet, and they have disadvantage on Dexterity saving throws until the end of their next turn. At 5th level, the damage of each dagger increases to 3d6. Additionally, the target also has disadvantage on attack rolls against you until the end of their next turn.

Faceless One

9th level Night Lord feature
Faceless

You undergo a transformation through a potion provided by the Legion of the Night Lords, which removes your facial features, leaving your face smooth and featureless. Despite the loss of facial details, you retain the ability to breathe, see, and smell. You gain the following benefits:

  • Unseen Intentions: You have advantage on Deception checks, and creatures have disadvantage on Insight checks made to determine your intentions.
  • Menacing Presence: You gain a +2 bonus to Intimidation checks, and creatures of your choice have disadvantage on saving throws against fear effects you create.
  • Mask of Shadows: The transformation is permanent and cannot be easily removed or replicated.


Shadow Step

Your mastery of forbidden arts allows you to move with blinding speed, tearing through the barrier of visible light. When you take the Dash action, you can choose to instantly teleport up to 20 feet to a point you can see in a straight line. This teleportation consumes all movement granted by the Dash action. 

If you are in dim light or darkness, you can use this feature as a bonus action instead of during the Dash action. You can use this version of the feature a number of times equal to your proficiency bonus, regaining all expended uses after a short or long rest.



Chain Lethality

At 9th level, your Lethality attack evolves into a more devastating display of precision. When you use Lethality, you create an area of slashing energy in a 10-foot radius centered on the target. All creatures within this area must make a Dexterity saving throw. On a failed save, they take slashing damage equal to the damage of your Lethality attack (increased by 1d6 at higher levels, as described in the Lethality feature). On a successful save, they take half damage.

Additionally, any creature within this area that is reduced to 6 hit points or fewer must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature is executed."




Ethereal Strike

13th level Night Lord feature
As an action, perform a powerful attack that deals 3d8 damage and bypasses all damage resistances. The attack also pushes the target 10 feet away and creates an area of supernatural darkness in a 30-foot radius. Creatures within the darkness have disadvantage on attack rolls and saving throws, and the darkness deals 4d8 necrotic damage to creatures starting their turn inside it. This effect excludes you, and the darkness lasts for 1 minute.

Shadow Buddy

17th level Night Lord feature

"After spending time in the shadows, your speed and mastery over shadowy techniques have allowed a shadowy afterimage to manifest next to you. While this shadowy afterimage exists, you gain the following properties:

  • You no longer require a nearby ally or advantage to use your Sneak Attack.
  • Bane now lasts for 10 minutes and no longer requires a bonus action to perform the extra attack.
  • Shadow Step is now divided into 6 increments of 10 feet each, allowing you to teleport a total distance of up to 60 feet.

Previous Versions

Name Date Modified Views Adds Version Actions
4/8/2022 9:09:31 PM
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8/22/2024 10:34:45 AM
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