Rogue
Base Class: Rogue

Hidden through darkness rogues excel at hit and run tactics. While most rogues believe the darkness they can find to be enough you wish to draw out a greater darkness. These rogues however wish to bring forth a greater fear of this darkness by causing dark storm conditions when hidden in the shadows. These conditions manifest the longer the rogue is connected to a shadow. To outsiders of this rogue faction many claim that they are just a myth however, victims of a sudden storm have randomly appeared in dark areas of cities, forests, caves, causing great speculation of whether this clan is really a legend folk claim it to be.

Manifesting these storms rogues excel at bringing forth shadows towards their target, seemingly that same target appears to have been struck by lighting falling flat on the ground. These storms manifest a purple storming aura around the rogue, and seemingly making them faster, although you usually won't see one of these rogues anyway just the after affect of a storm. If these rogues exist they would be instantly hired by any guild

Duskveil

 

You gain the ability to merge with darkness, even bringing out darkness in a 30ft radius, in the form of a dark mist. This mist is seen to others as a pitch black darkness, additionally halving creatures with dark visions sight. Within this darkness you also create a storming affect of purple lighting(does not harm creatures), and loud crashes throughout the mist, it also allows you to know the location of creatures within this mist. The darkness gives advantage on stealth checks. As well as increasing your characters speed by 15ft.

Level 3: Fulmination

 

  • Choosing this class at 3rd level allows you to bond with either 2 items, or 1 item and armor. To bond your item or armor you need to be proficient with it, and surrounded by storming darkness, either holding the item or wearing the armor. In order to bond you must be sitting within this darkness for 2 hours. Once you are bonded with an item you no longer need to bond again. In order to change what item you are bonded with you must do this ritual with both items, and the former item you are bonded with will be destroyed as lighting will shoot out of it, and into the new item.
  • Once bonded the item or armor is imbued with purple lighting, and turned pitch black in color. The item is now able to shoot lighting out toward a target 10ft away dealing 3d6 lightning damage as a bonus action only if you are surrounded in either natural darkness, or darkness created through the mist when you were hiding. The opposing creature must take all damage or roll a DC12 CON save to take half damage. This will reveal the location from where the lightning was shot from.
  • You can bond with more items for every +2 proficiency bonus you have.

Level 9: Electrified Escape

 

  • Arcane Escape: When a creature within 5 feet of you hits you with an attack, you can use your reaction to become surrounded by a burst of lightning. The attacker takes lightning damage equal to your Sneak Attack die (this damage does not count toward your Sneak Attack). Additionally, you can immediately teleport up to 30 feet to an unoccupied space that you can see.

  • Bolt of Speed: After you use your Arcane Escape, you can take a bonus action to Dash, Disengage, or Hide.

 

Level 17: Master of Dark Mist

  • Mist Form: As an action, you can transform your body into a dense, vaporous cloud for 1 minute. While in this form:

    • You are immune to all non-magical damage, except for force damage.
    • You can move through creatures and objects as if they were difficult terrain, but take 5 force damage if you end your turn inside a creature or object.
    • You can use a bonus action to phase into any unoccupied space within 30 feet, causing creatures within 10 feet of your new location to make a Wisdom saving throw or become frightened of you for 1 minute.
    • You can pass through walls and barriers as if they were made of mist (but solid objects block your movement entirely).

    Once you use this feature, you must finish a long rest before using it again.

  • Misty Rebirth: If you are reduced to 0 hit points while in your Mist Form, you can use your reaction to return to full hit points and disperse into mist for 1 round. During this time, you cannot take actions, but you are immune to all damage. At the start of your next turn, you can reappear in any unoccupied space within 30 feet.

Level 9: Lightning Mist Form

 

  • Thunderstrike Dash: As an action, you can move up to your movement speed in a bolt of lightning and mist. During this movement, you can pass through creatures and objects as if they were difficult terrain. Each creature you pass through must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, they take lightning damage equal to your Rogue level and are stunned until the start of your next turn. On a successful save, they take half damage and are not stunned.

  • Lightning Cloak: After you use Thunderstrike Dash, you become cloaked in a misty electrical aura, causing your next melee attack to deal an additional 2d6 lightning damage. Additionally, creatures that attack you within 5 feet of you while the cloak is active have disadvantage on their attack rolls.

 

Level 13: Storming Surge

At 13th level, your control over purple lightning grows to the point where you can unleash a devastating burst of dark energy. As an action, you can expend a spell slot (1st level or higher) to channel an overwhelming surge of purple lightning, radiating out in all directions.

  • Area of Effect: A 20-foot-radius circle centered on you.
  • Damage: Each creature within the area must make a Dexterity saving throw of 8 + your Proficiency bonus+ your Dexterity modifier. On a failed save, the creature takes lightning damage equal to 3d6 plus your Dexterity modifier (minimum of 1) and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone.
  • Psychic Aftershock: Creatures that fail their saving throw also take an additional 1d6 psychic damage as the dark energy warps their mind.
  • Cooldown: You can use this ability once per short or long rest. The ability can only be used once per level of the spell slot expended.

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