Rogue
Base Class: Rogue

You are a nightmare in the dark, a predator that stalks the arcane and the weak-willed. Mages, warriors, and monsters alike find their spells and blades useless against the void that engulfs you—until your strike carves through their flesh and soul alike. Shadows coil at your command, your presence an omen of death and silence. You are unseen, unheard, and inescapable.

Dread Step (3rd)

  • As a bonus action, you slip into the abyss until the end of your next turn.
  • While in this state:
    • You cannot take damage from opportunity attacks.
    • If a creature misses you with an attack, you can teleport 10 feet in any direction as a reaction.
    • Your form flickers between shadow and substance, making you harder to track.
    • You can use this to bypass tight spaces, slip through crowds, avoid grapples, or move across dangerous terrain without triggering hazards.

Voidfang Strike (3rd)

  • Once per turn, but no more than a number of times equal to your Dexterity modifier per long rest, when you attack from stealth or after teleporting, your attack ignores all AC bonuses from shields and non-magical armor (but does not bypass magical armor effects like Mage Armor).
  • This replaces Sneak Attack on that hit but deals extra necrotic damage equal to your Sneak Attack dice, as the shadows themselves consume the vitality of your foe.
  • How This Works: Instead of rolling your Sneak Attack damage as additional piercing damage, you roll the same number of dice but the damage type is necrotic. For example, if you would normally roll 3d6 for Sneak Attack, you instead roll 3d6 necrotic damage.
  • You can choose to use this feature or your regular Sneak Attack when making an attack.

Phantom’s Embrace (9th)

Shadow Bind (Death’s Grip)

💀 Your strike twists the victim’s own shadow into an anchor of darkness, locking them in place.

  • When you hit a creature with an attack, they must make a Strength saving throw (DC = 8 + Proficiency Bonus + Dexterity or Intelligence Mod).
  • On a failure, their movement speed is reduced to 0 until the end of your next turn. If they attempt to teleport or Misty Step, they must first succeed on a concentration check (DC = 10 + damage taken) or the spell fails.

Whispering Phantom

Your shadow lingers where you were, slipping into the unseen to uncover secrets.

  • As an action, you summon a phantom afterimage of yourself to investigate an area for up to 1 minute.
  • The phantom can move up to 30 feet per turn, passing through walls and objects but cannot interact with anything physically.
  • The phantom sees and hears everything within 15 feet and telepathically relays information to you.
  • You can dismiss it at any time (no action required).
  • You can use this feature a number of times equal to your Intelligence modifier per long rest.

Stalker in the Dark (13th)

Veil Step (Flickering Form) (Reaction, Proficiency Bonus per Long Rest)

  • When an enemy makes a melee attack against you, you can vanish into shadow as a reaction.
  • You take no damage from the attack and can teleport 10 feet immediately.
  • If used against a spell attack, you are unaffected by the spell.
  • This can be used creatively to phase through certain obstacles, slip past physical barriers, or avoid falling hazards.

Null Veil (Magebane Rend)(Disruptive Void Energy)(Proficiency Bonus per Long Rest)

  • Your strike sends a ripple through reality, disrupting your enemy’s grip on magic.
  • If you attack a creature that has cast a spell since the end of your last turn, your attack deals +1d6 force damage.
  • The target must make a Constitution saving throw (same DC as Phantom's Embrace).
    • On a failure, they have disadvantage on their next spell attack or spell saving throw until the start of your next turn.

Sovereign of the Black Veil (17th)

Shadeborn Cloak (Wraith Ascendance)

  • For 1 minute, you become completely incorporeal, gaining:
    • Immunity to non-magical damage.
    • Resistance to all spell damage.
    • The ability to move through walls and creatures without penalty.
  • While in this form, if you hit an enemy with Voidfang Strike, they suffer vulnerability to force damage for 1 round.

Oblivion Surge (Soul Execution)

  • When you hit a creature that has spell slots, you can activate this ability.
  • They must make a Constitution save (DC = 8 + Proficiency Bonus + Dexterity/Intelligence Modifier) or lose their highest remaining spell slot for 1 minute.
  • If they fail by 5 or more, they lose one additional spell slot of that level for 1 minute. 

Previous Versions

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