Base Class: Rogue
Within the shadowed veil between life and death, the Ghostblade rogue treads softly, mastering powers that blur the lines of the corporeal and the spectral. These rogues are not mere thieves or assassins; they are enig- mas, capable of manipulating the very essence of the Ethereal Plane. Where they walk, whispers of the de- parted linger, and reality bends to the ghostly will of these elusive masters of the unseen. From moving through walls to striking directly at the soul, the Ghostblade rogue embodies the haunting elegance and mysterious terror of the ghost realms.
Spectral Step
3rd-Level Ghostblade Feature
You can briefly shift into the Ethereal Plane, becoming ghostly and untouchable. As a bonus action, or as a reac- tion when you take damage, you can become ethereal un- til the end of your next turn. While ethereal:
• You can move through creatures and nonmagical objects as if they were difficult terrain.
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• Youhaveadvantageonthefirstattackyoumake before the end of your turn.
If you end your turn inside an object, you are shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet moved.
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.
Phantom’s Guile
9th-Level Ghostblade Feature
When you hit a creature with a weapon attack, you can conjure a ghostly illusion of yourself in an unoccupied space within 10 feet of you. Only the target can perceive this illusion, which lasts until the start of your next turn.
The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modi- fier) or be charmed by you until the end of its next turn. While charmed in this way, the creature must use its ac- tion to make a single attack against the illusion, moving toward it if necessary. The attack is made with disadvan- tage. On a miss, the illusion vanishes and the target has disadvantage on Wisdom saving throws until the end of its next turn. On a hit, the illusion vanishes harmlessly and the target is not otherwise affected.
If the target can’t see or reach the illusion on its turn, the charmed condition ends for it and it can act normally. The illusion has AC 14 and 1 hit point.
You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Ghostblade Echo
13th-Level Ghostblade Feature
When you use Spectral Step or deal Sneak Attack damage to a creature, you summon a spectral echo of your weapon to protect you. The echo hovers around you until the start of your next turn or until it is triggered.
While the echo is active, the first time you are hit by a melee attack or forced to make a saving throw, you can choose one of the following effects:
• Parry.Reducethedamageofthetriggeringmelee attack by 1d6 + your Dexterity modifier. The attacker takes force damage equal to your Dexterity modifier.
• Phase.Youhaveadvantageonthesavingthrow.If you succeed, the creature that forced the save takes 2d6 force damage.
You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Soul Rend
17th-Level Ghostblade Feature
You become a phantom executioner, your blade slipping through flesh to strike the soul itself. You can use your Ghostblade Echo feature two additional times between long rests.
Additionally, when you deal Sneak Attack damage, you can awaken a soul-rending effect. As a bonus action, you can enter a spectral state for 1 minute. While this effect is active, you gain the following benefits:
• HauntingPresence.Yourmovementdoesn'tprovoke opportunity attacks.
• SoulStrike.When you deal Sneak Attack damage, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature has disadvantage on Constitution saving throws while you are in this state.
• Weaken.A creature you damage with a weapon attack can’t regain hit points until the start of your next turn.
Once you enter a spectral state, you can’t do so again until you finish a long rest.
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