Base Class: Rogue
A myth within a legend
Seven cursed bards gathered to write a haunted song.
Six cursed bards wrote the first part of the song.
Five cursed bards wrote the second part of the song.
Four cursed bards wrote the chorus of the song.
Three cursed bards wrote the third part of the song.
Two cursed bards wrote the final part of the song.
One cursed bard killed the others and played the song.
Dark treasures
Seeds planted into fertile soil tend to sprout and eventually bloom. Same rule applies not only to plants, but to everything which seeks growth. Anything which can grow can have value, can grow in value. That is a universal rule the universe had since the dawn of time – existence offers value.
There exist an old legend known mostly only to nomad tribes. This legends tells a story about pitch-black flowers who bloom only during tragedies. Though, to some this legend is not a tale of superstitious folks, but a goal in life, a destination to travel towards… The Void Flowers are very rare plants who found their way into material world from dark jungles at the edge of existence – the Voidlands. These flowers possess a strange power to consume existence and transform into it raw energy of pure darkness. In ancient times any tribe who would find one of these flowers typically used it a ceremonial consumption when the most powerful tribe warrior would consume the flower and become empowered by it. However, in more modern times these flowers are a very rare find and most people who set out to find them typically use them to create magical pigment. The void pigment holds tremendous potential for arcane arts. Moreover, if a mere flower could offer great power beyond what is available to most mortals, then what could its homeplane offer…
There is a realm that was doomed to be erased, yet, it managed to linger for far beyond what should have been its lifetime. A dark world of pain, despair, and endless hunger for existence. It is a lonely lost place filled with forgotten treasures, ancient knowledge and powers unlike any others. Any scholar or treasure hunter would love to delve into the depths of this place, but they must always be warned, because Voidlands is not a welcoming place. This world is dangerous and corrupting, and it seeks to influence the material plane, to spread its power through mortal realms, not only due to some nefarious reasons, but also because it anchors the dark real and stops it from slipping into the oblivion.
Collector of dark gifts
Dark obsession and greed towards the dark treasures - these rogues are collectors of that which is forbidden. They attaint respect of some dark creatures lurking within the Voidlands and thus are granted extraordinary powers to fuel their obsession. Whatever dark treasure may await, whatever obstacle they might need to overcome - these rogue will surpass their limits get their hands on whatever was forbidden.
Plundered Abilities
Starting at 3rd level, on the Initiative Roll you can make one of the several special Skill Checks. You can only make one special Skill Check at the start of combat encounter.
Mystic Eye - make an Intelligence (arcana) Check against a creature you can see contested by their Charisma (deception) Check. On target's failure, you instantly learn about any and all magic items your target wears/wields.
Hypothetical Dissection - make a Wisdom (medicine) Check against a creature you can see contester by their Wisdom (survival) Check. On target's failure, you instantly learn about any of their damage resistances or immunities. You also learn the creature type of your target.
Behind You - make a Charisma (intimidation) Check against a creature you can see contested by their Constitution Saving Throw. On target's failure, you can instantly disappear and repeater behind your target.
(These special Skill Checks cannot be used against party members and creatures who do not take part in the combat encounter)
Darker Arts
From 3rd level you learn how to use some of your skills for different means. Once per 24 hours per unique target, you use one of several of your skills to attempt to gain a special result.
Lost Scripture - make an Intelligence (religion) Check against a creature who can hear and understand you contested by their Wisdom Saving Throw. On target's failure, the target feels compelled to share any and all of their religious belief. If your target doesn't have any particular religious beliefs, then you can convince them to follow a religion/god of your choice.
Pact Alpha - make a Wisdom (animal handling) Check against a beast who can see you contested by their Charisma Saving Throw. On target's failure, your target will become your ally for up to 24 hours or until you (or one of your allies) cause any damage to it.
Foreboding Performance - make a Charisma (performance) Check against a creature who can see you contested by their Intelligence Saving Throw. On target's failure, your target will be put into trance-like state for 1 hour. While in this state, the target will see and hear only what you wish them to hear and see.
One With The Voidlands
On reaching at 9th level your become empowered by powers stolen from the Voidlands. You gain following bonuses:
- Add your Charisma modifier to all of your melee/ranged attacks;
- Add your Wisdom modifier to your Armor Class;
- Add your Intelligence modifier to all of your Saving Throws.
Future Dice
By 13th level, you become guided by mystical forces of the Voidlands. Whenever you are about to make a Skill Check, you can learn the DC you need to meet/beat before you even make the Skill Check.
In addition, you can now ignore any disadvantage imposed on your Skill Checks.
Twinned Dark Treasures
From 17th level you can use two of your special skills from your Plundered Abilities feature at the start of a combat encounter.
Moreover, upon start of a combat encounter, you gain a free turn before anyone else. After you are done with your free turn, the initiative order applies as normal.
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