Rogue
Base Class: Rogue

Rogues of the Void Marksman archetype are feared for more than their cunning blades or steady aim. When life slips away, they steal a fragment of it — a Void Mark — an echo of the fallen soul. With these spectral remnants, they craft void-forged ammunition: arrows, bolts, or bullets that carry the lingering essence of death itself. Each shot is more than steel and wood; it is an echo of what once was, transformed into a weapon of fear, control, and manipulation.

A Void Marksman fights with eerie precision, piercing not only the body but also the spirit. Aberrations leave their victims blind and deaf, beasts trap foes in spectral vines, while fiends spread terror and undead leave enemies drained and weak. As their mastery grows, the Void Marksman learns to stride between worlds with ghostly steps, and to weave multiple echoes into a single shot — hybrid soul-forged ammunition that brings devastating control to the battlefield.

At the height of their art, a Void Marksman becomes less an assassin and more a reaper. They do not simply kill — they harvest. Every death fuels their arsenal, every echo strengthens their hand, until even the bravest foes know that in their presence, falling means becoming ammunition for the void.

Level 3: Void Marks

When a creature you can see within 30 feet is reduced to 0 hit points, you can use your reaction to capture a fragment of its soul as a Void Mark. You can carry a number of Void Marks equal to your proficiency bonus, and they vanish when you finish a long rest. These are the raw essence you will forge into spectral ammunition.

Level 3: Soulbound Ammunition

During a short or long rest, you may expend Void Marks to craft void-forged ammunition. Each Void Mark creates one piece of spectral ammo, consumed when fired.
When you hit a creature with this ammunition, it must succeed on a saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) at the start of its next turn or suffer the following effect based on the type of soul captured:

  • Aberration Shot: The target’s senses are overwhelmed by alien echoes. On a failed Wisdom save, it is blinded and deafened until the end of its turn.

  • Beast Shot: Phantom vines erupt to bind the foe. On a failed Strength save, the target is restrained until it succeeds.

  • Celestial Shot: The target’s mind reels with divine radiance. On a failed Intelligence save, it behaves as if confused until the end of its turn.

  • Construct Shot: The shot destabilises the target’s form. On a failed Constitution save, its speed is halved until the end of its turn.

  • Dragon Shot: The shot explodes into a draconic shockwave. Each creature in a 20-foot cone must make a Dexterity save or be knocked back 20 feet and frightened until the end of its turn.

  • Elemental Shot: The target burns with unstable elemental energy. On a failed Constitution save, it takes 1d4 ongoing damage of the elemental’s type (fire, cold, lightning, or acid) at the start of each of its turns until it succeeds.

  • Fey Shot: Whispers of charm ensnare the foe’s mind. On a failed Charisma save, the target is charmed by you until the end of its turn.

  • Fiend Shot: A vision of hell seizes the foe’s courage. On a failed Wisdom save, the target is frightened of you until the end of its turn.

  • Giant Shot: A phantom blow sends the foe reeling. On a failed Strength save, the target is hurled back 30 feet.

  • Humanoid Shot: Ghostly echoes strike at the foe’s grip. On a failed Dexterity save, the target is disarmed, dropping what it holds.

  • Monstrosity Shot: The shot carries a venomous echo. On a failed Constitution save, the target is poisoned until it succeeds.

  • Ooze Shot: Sticky void-slime grips the foe. On a failed Strength save, the target is restrained until it succeeds.

  • Plant Shot: The soul’s echo blooms with healing. On a failed Constitution save, instead of harm the shot restores 1d4 hit points to one ally within 10 feet of the target.

  • Undead Shot: Necrotic echoes sap strength. On a failed Constitution save, the target deals only half damage with weapon attacks until it succeeds.

Level 9: Ethereal Step

As a bonus action, you become partially ethereal until the end of your turn, allowing you to move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest space and take 1d10 force damage. You can consume a piece of void ammunition on your turn, to double your speed is for this turn. You can use this feature a number of times equal to your proficiency bonus, regaining uses on a long rest.

Level 13: Hybrid Ammo Infusions

Upon a Long Rest, you can combine two different Void Mark effects into a single piece of ammunition. On a hit, the target makes a saving throw against each effect separately. You can craft a number of hybrid shots equal to your Wisdom modifier (minimum 1) per long rest.

Level 17: Master of Souls

Once per long rest, you may craft one piece of void ammunition without expending a Void Mark. Additionally, whenever you deal Sneak Attack damage with void ammunition, you may immediately apply an additional Void Mark effect (of a type you know) to the same target, forcing an additional saving throw.

Void Marksman Image

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