Rogue
Base Class: Rogue

Ethereal crackshots are quiet killers. They don’t try to stand out. They use their expertise in weaponsmithing to do their deeds. After all, why pick a lock when you could forge the key. They use strings of combos with deadly ethereal daggers and one-shot pistols to slay even the mightiest of foes  

Spell list

At level 3 your spell bonus and DC is the same calculation as the arcane trickster but using Dex instead of intelligence (Dexterity is your spellcasting skill)

gain these at level 3

cantrip: mage hand, minor illusion, chill touch

gain these at level 9

fear, hunger of hadar

gain these at level 16

Modify memory, Eyebite

 

all of these spells you can cast 1/long rest

 

Ghostforged armaments

Gain any combination of one-shot pistols, muskets, and throwing knives every rest (ex: if you short rest you could get 9 knives and 6 pistols or maybe 3 knives and 12 pistols etc)

short rest: 15 (scales to 20 at 10th level)

long rest: 35 (scales to 40 at 10th level)

One-Shot Pistol: Range 50ft one-shot pistols are ghostly guns that fire spectral bullets. 1d10 force damage, ignores half cover because it’s a ghost bullet. Scales to 1d10+1d6 at 6th level, 2d10 at 12th level, and 3d10 at 16th level. As the name suggests, after one shot this weapon disappears. Leaving no evidence behind

Musket: Range 120ft muskets shoot 2 bullets at once up to 2 times before it dissipates, (4 bullets total) 1d4 force damage per bullet, scales to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 16th level.

Throwing Knife: throwing knives with edges so sharp the could cut through planes. 1d8 force damage when stabbed (5ft) with and 1d6 when thrown (30ft). Damage scales on level. 1 extra d4 at 6th level, 2 of the dice instead of 1 and 1d4 at level 12, and 3 of the dice at level 16.

Phantom Technique

 

You can speak Ethereal (ghost tongue)

Relentless Strikes: you may chain a maximum of 5 chain action using this feature, each of the following counts as one chain action

After hitting with a pistol, you may immediately make a melee attack with an ethereal throwing knife

After hitting with an ethereal throwing knife in melee you may make a ranged attack with the same weapon at the same or different enemy

After shoving or knocking a creature prone you may immediately throw a knife or fire a pistol at the same or different enemy 

After killing a creature you may cast Misty Step without components, spell slots, or actions 2/long rest

After teleporting via spells or effects you may immediately take a free shove action

After a creature leaves a 60ft range of you, you may immediately make a free attack with an ethereal musket

once you reach 5 actions in the chain the feature ends for that turn. You can still take normal actions, bonus actions, and movement as usual, but cannot trigger additional Relentless Strikes effects. 

Fear Of Vulnerability: After you attack a creature without a weapon (knocking them prone, unarmed striking, grappling, etc.) the creature must succeed a Wis saving throw=Your dex mod+10 or be frightened until your next turn, 1/long rest upgrades to 2/long rest at level 12

 Chain Fighting Style:
After you hit someone then attack them again on the same turn you get +1 to the attack roll for the 2nd attack (this scales, you would get +2 for the 3rd attack and +3 for the 4th, etc.)
Example:
You shoot an enemy and instantly stab them (you get +1 for the attack roll to stab them), you then throw the knife (+2 now for the attack roll) you then killed them so you teleport to the next enemy and instantly attack them (you get +3 now). The chain ends at the end of your turn

Ghostly Crafting

You gain proficiency with tinker's tools and 3 types of artisans tools of your choice

Ethereal Tools: As a bonus action you conjure 1 small ghostforged tool (lockpick key caltrop alchemy set ball Barings, etc) up to dm on what is allowed. You can have up to 3 tools at a time (they disappear once used or vanish at will whenever you want)

You get to add your dex mod to checks using these tools if they require checks

Spectral Form

For 2 minutes 1/long rest

You gain a +5 to stealth while in ghost form as well as +3 to the following skills
intimidation, persuasion, perception, and deception

your attacks do an extra 1d4 necrotic damage, scales to 1d6 at level 12, and 1d8 at level 16

You gain a flying speed=your walking speed, (You cant fly more than 10ft above the ground)

You can vulnerability to radiant damage

After you kill an enemy choose another enemy within 200ft, that enemy must roll a DC 18 wis saving throw or be frightened, if they are frightened because of this ability they roll DC 16 wis saving throw or be paralyzed, if they are paralyzed due to this ability they also roll a DC 14 wis saving throw or be petrified. (All for 2 rounds)

You can move through objects as if difficult terrain

You gain an extra bonus action

Ghostly Similacrum

Bonus action summon the doppelganger within 30ft of you (lasts for 1 minute) 1/long rest (the doppelganger cannot be more than 80ft away from you)

The doppelganger looks like you but in a ghost form and has all the gear you have (the gear cannot be removed from the doppelganger and disappears when the doppelganger dissipates

The doppelganger is immortal and cannot take damage.

If the doppelganger is conjured within 20ft of an enemy that has disadvantage is immediately makes an attack against that enemy using one of the ethereal weapons it has

Every turn you can move the doppelganger up to your movement speed and have it do a minor interaction (opening a door, picking up a chest, etc.)without expending a bonus action

You control the doppelganger using bonus actions (mostly to attack or grapple/trip, you can use it to do things a normal player can do. It can't cast spells (mostly everything else is up to your DM)

It can bonus action to make attacks with the ethereal weapons as long as you have them (cannot start combos or extend combos) but you can combo off of it

Example: If your doppelganger shoots an enemy it cannot also immediately stab it, if you shoot an enemy it cannot stab it then also throw a knife at it, but if you shoot an enemy you can have it stab it then you throw the knife at it, or it can shoot it then you can stab it then throw the knife at it (you just have to be in range)

 

The doppelganger can use sneak attack even if you have already used it (still only once) but it only does half the dice rounded down

Ethereal Barrage

Ethereal Rocket Launcher: (addition to the ethereal weapon list that you can conjure on rests, you can only conjure 1/rest, you can only have up to 2 rocket launchers (disappear on use or at will))

4d10 force damage, ignores half cover. Range: 75ft, hits every creature within 30ft of the blast (including allies and yourself)

After you attack with an Ethereal Rocket Launcher you can choose to shoot 2 musket shots (4 bullets), shoot 2 one shot pistols and throw 1 knife, or throw 4 knifes

You combine the dice and divide the total damage equally among the number of creatures (round down)

 

Ethereal Warp: As a bonus action 4/long rest teleport 20ft in any direction, (line of sight)

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