Rogue
Base Class: Rogue

    You have sworn an allegiance to a god, and the powers you were granted are not to scoff at. Live in shadows, use the magical powers granted by your god well. Become an oathbound by swearing your hand to a god that you believe would best align with your methods, and they will grant you powers beyond your wildest imagination. As you build more trust, gain more unique and deadly powers, make sure to appease them as much as you are able, in order to make good on your deal as oathbound. Live in the shadows, spread your deities influence, and never be seen again. 

Level 3: Religious Initiate

    Being an oathbound typically requires some level of religious knowhow, even then, you are granted knowhow by the god that you have sworn allegiance to. When you choose this archetype at 3rd level, gain proficiency with Religion. Furthermore, your blood is now jet black in color, and it will stay that color as long as your God is willing to share their powers with you. 

Level 3: Veil of Shadows

    Your god has granted you ways to protect against detection, their first gift to test your faith. Starting at 3rd level, when you wear a hood that goes over the top of your head, your eyes are shrouded in a magical darkness that causes every person who can't see in magical darkness to be unable to see your eyes. Furthermore, you can make any creature who has seen your eyes to forget what they looked like after a day has passed. 

Furthermore, at 3rd level you do not make noise when performing actions while in stealth, and you have advantage on maintaining stealth if the person is trying to detect you by noise. 

Level 9: Shrouded in Death

    Your faith is being proven, and your god continues to grant you more powers for your loyalty. Starting at 9th level, the first time you kill an enemy every round by any means, magical darkness spews out of the killing wound that you created. This darkness is considered magical for all passives that involve seeing through darkness, additionally it has a 20 foot radius centered on the body of the creature you killed and lasts 2 turns. Furthermore, you are able to see through the magical darkness, and you are considered completely obscured by enemies who can't see through the darkness for all purposes related to stealth.

Level 13: Rogue's Parry

    Starting at the 13th level, you have learned how to gain the advantage on creatures who attempt to strike you. When a creature attempts a melee attack with you, you may add your DEX modifier to your AC as a reaction if your other hand is currently holding nothing. If the attack misses you due to the added AC from your DEX modifier, then you stumble the creature who attempted to attack you. On your next turn, you are able to sneak attack the creature even if you cannot do so normally.

Level 17: Mortal Tether

    Your god has deemed you most faithful and has given you their most prestigious reward, the privilege to serve them even after death. Starting at 17th level, after dying, a shade will appear out of your body. The shade appears like a black, misty version of yourself, with white glowing eyes. This shade will take your place until the next long rest, and possesses all of your character abilities and stats. After death you soul is temporarily placed inside of the shade to control it, and if you died during combat, it will use your initiative roll and take your place during combat. 

Furthermore, starting at 17th level, your God deems you too important to move on to the land of the dead. Unless if your body is in a plane inaccessible by your god, your soul will return to your body, recovered, in 1d4+2 days. Your body will be recovered in a manner to repair any body part that was destroyed and give you full function of your body, but heavy scarring is common after this process. If your body was completely destroyed, your god will create for you a new one in mostly your likeness, and you will return to the mortal realm within 1d8+3 days.

Level 17: Umbral Strike

    Starting at 17th level, your faith in your God has finally given you some of the most lethal of their powers. Once per turn when you sneak attack a creature, you may teleport to another creature and sneak attack them with your melee weapon. This ability has a 30ft range and teleports you to the enemy you wish to sneak attack. You cannot use this feature on the same enemy you originally sneak attacked, requiring you to target a different creature. 

Comments

Posts Quoted:
Reply
Clear All Quotes