Rogue
Base Class: Rogue

  You’ve learned to coexist with something violent inside you, a force of instinct, hunger, and brutal calculation. Whether it was always part of you or placed there by trauma, ritual, or conditioning, the Passenger rides just beneath your skin. Where others kill out of fear or rage, you do it with cold precision. To most, you're charming. To your victims, you’re the last thing they see.

Level 3: Mask of Normalcy

  You’ve perfected the art of blending in. You gain proficiency in Deception and Insight. If you're already proficient, you gain expertise in one of them.

  Additionally, you can cast Disguise Self without components a number of times equal to your Charisma modifier (minimum once) per long rest. Charisma is your spellcasting ability for this spell. While disguised or acting in a social setting, you can make a Charisma (Deception) check in place of Dexterity (Stealth) to avoid suspicion, hide your true nature, or lie about your identity.

Level 3: Cold Precision

Starting at 3rd level, your ruthless efficiency manifests in two ways. Whenever you score a critical hit with a finesse or light weapon, you deal an additional 2d6 psychic damage. This represents the mental trauma or emotional precision of your strike, bypassing the body to strike at the mind.

In addition, you gain advantage on Insight, Investigation, and Survival checks. You read people, track patterns, and notice details with terrifying clarity, even when others see only noise.

Level 9: Dead Calm

Starting at 9th level, you can suppress all emotion, entering a state of cold, clinical detachment. As a bonus action, you can activate Dead Calm, granting you the following benefits for 10 minutes:

  • You are immune to being charmed or frightened.
  • You gain advantage on Charisma (Intimidation) checks.
  • You can activate this feature even while currently charmed or frightened, ending those conditions immediately.

While Dead Calm is active, you suffer a –10 penalty to Charisma (Persuasion) and Charisma (Deception) checks, as your emotional detachment makes you appear unnatural, disconnected, or threatening. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a long rest.

Level 13: Psychological Profile

As a bonus action, you can analyze a creature you can see within 60 feet that you can perceive and that has an Intelligence of 6 or higher. For the next hour, you gain the following benefits against that creature:

  • You have advantage on attack rolls, ability checks, and saving throws contested by that creature’s Charisma, Intelligence, or Wisdom scores.
  • The creature has disadvantage on Insight and investigation checks made against you.
  • You know whether the creature is guilty of committing a significant evil act (as determined by the DM).

Once you use this feature, you cannot use it again until you finish a long rest, unless you expend a use of your Dead Calm feature to activate it again.

Level 17: Predatory Presence

Your mere presence unsettles those around you, sowing fear and doubt before you strike. You exude an almost supernatural aura of menace and cold calculation.

  While you are not incapacitated, creatures of your choice within 10 feet have disadvantage on saving throws against being frightened or charmed. Additionally, when you deal psychic damage, you regain hit points equal to half the psychic damage dealt rounded up.

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