Rogue
Base Class: Rogue

The Raven Queen needs champions to preserve the line between life & death. There are some who wish to avoid their eventual fate, you are given the mission of preventing such people from rising to power.

Eyes in the Dark

Starting at 3rd level, when you choose this archetype, the darkness becomes no obstacle to you. You can see normally in darkness, both magical and non-magical, to a distance of 60 feet. The range increases to 120 feet at 11th level.

Mark of the Raven

Starting at 3rd level, you can mark a creature within 60 feet of you as a bonus action. While the creature is marked you gain the following benefits for the duration, or you are incapacitated. Beginning at 3rd level, Mark of the Raven lasts up to one hour, increasing to 8 hours by 11th level, and further increasing to 24 hours at 17th level.

  • You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
  • Your weapon attacks against the marked creature score a critical hit on a roll of 19 or 20.
  • You can choose to have your sneak attack damage be radiant.

Once you use this feature, you can't use it again until you finish a short or long rest.

Divine Hunter

Starting at 9th level, you attain the gifts necessary to stalk evil into it's darkest of dens. You can cast detect evil and good without expending a spell slot. The range of the spell is doubled for you. You can do this a number of times equal to your charisma modifier. You regain all expended uses when you finish a long rest.

Enshadowed Mind

Starting at 13th level, your mind becomes impenetrable darkness. You gain advantage on any saving throws you would make against divination or illusion magic. Additionally, you can no longer be frightened or charmed.

Banishing Backstab

At 17th level, when you deal sneak attack damage to a creature, you can force them to make a Charisma saving throw with a DC of 8 + your Charisma modifier + your proficiency modifier. On a failed save they are banished to a small demi-plane for one minute. 

You must concentrate on this banishment as you would a spell and you can only have one creature banished at a time. Once you successfully banish a creature this way, you can't do so until you finish a short or long rest.

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