Rogue
Base Class: Rogue

Infernal Shadows swear an oath to Belial when they join the ranks of the Hells. These precepts commit them to serve Belial’s foes as allies before revealing themselves as enemies.

Plans Within Plans. My enemies must never discover my true goals. If needed, I will sacrifice myself to protect my schemes.

Positions of Power. I control everything from the shadows by knowing who to deceive and where to hide in plain sight.

Power in Patience. I study my enemy and methodically build their trust. My loyalty must be unquestionable so my inevitable betrayal is unthinkable.

Hesitation Is Failure. Though I usually rely on agents, when the opportunity presents itself, I can unhesitatingly kill with efficiency and precision.

Level 3: Master of Disguise

You have learned to use infernal magic to alter your appearance, allowing you to infiltrate any group. You can cast Disguise Self as a Bonus Action without expending material components. In addition, you can alter your voice while using this spell.

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.

Level 3: Bravado

You’ve trained to bluff your way out of danger through sheer determination. While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

You can also instinctively speak, read, and write Infernal. Starting at 9th level, you learn another language, but you can’t read or write it. When you finish a long rest, you can draw on your master's knowledge to replace this language. When you do, choose another language whose name you know; you magically forget the previous language and gain this new one instead. Once you replace a language in this way, you must finish a long rest before you can do so again.

Level 9: Melt Into Shadow

You gain the following Cunning Strike option.

Vanish (Cost: 3d6). Immediately after dealing damage with your Sneak Attack, you can give yourself the Invisible condition until the start of your next turn. This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Level 13: Hell's Stalker

You’ve learned how to stalk your prey like a creature of the Hells. You gain the following benefits:

Darkvision. You gain 60 feet of darkvision. If you already have darkvision, its range increases by 60 feet.

Quick Steps. Your movement speed increases by 10 feet.

Infernal Strikes. Instead of your weapon's damage type, the extra damage you deal with your Sneak Attack can be Cold, Fire, Necrotic, or Poison damage. You can choose a different damage type when you finish a long rest.

Level 17: Devil's Bargain

You can strengthen your defenses at the cost of your vitality. Whenever you fail a saving throw, you can use a reaction to spend one of your Hit Dice, rolling it and adding the number rolled to the result of the save. You can then cause an enemy you can see within 10 feet of you to take damage equal to the number rolled on your Hit Die.

Comments

Posts Quoted:
Reply
Clear All Quotes