Base Class: Rogue
Whether you like hiding your own face before the kill, using magic take away their lifeforce, or just outright put a dagger to the throat. Each knows their own calling, but if you want to dive into your inner Nightcrawler. This is for you.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the Perception skill. If you already have proficiency in the skill, you gain Expertise. You have a Keen eye in knowing where to strike. If you already have Expertise in perception then you may choose another skill you are already proficient in.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Shunpo
After your time training with the deadly art of assassination. You were taught speed was a powerful ally. Allowing you to travel distances in the blink of an eye.
As a bonus action, you can now Shunpo (Flash Step/Blink/Teleport etc...) to an unoccupied area that you can see.
This feature can be used as many times per short or long rest per intelligence modifier (minimum 1). At level 13 your proficiency modifier is added onto the number of times this feature can be used.
Afterimage
You have become swift enough that not even your own allies could keep a close eye, let alone enemies.
Deceiver's Advocate. Upon leaving an attacker's melee range you can use a bonus action to leave an afterimage (clone etc...). See the spell Mirror Image for afterimage ruling.
Suprise! I'm back. After using your Shunpo to get behind an enemy, you can make an afterimage clone appear in front of the target. The afterimage and you simultaneously attack. The target creature must make a WIS saving throw or be surprised. DC= 8 + Proficiency + DEX Modifier. The Afterimage and Shunpo happen all within the span of a single bonus action.
Likelike Image
At 13th level, your afterimage clones gain the ability to now strike out at your opponent. The number of clones you can produce equals your DEX modifier (minimum 1) and must roll an attack equal to your proficiency bonus plus DEX modifier. Each clone deals 1d10 + DEX modifier cold, fire, lightning, acid, or poison of choice per use. After each attack the clone then dissipates, this ability can only be used once per short or long rest.
Marked for Death
Starting at 17th level, you become a master of death's call. Each of your afterimages, or even yourself can leave a mark (some sort of small sigil) on the target after a hit. With each tick, your clones now deal an additional die of damage.
After a max of 6 sigils have been place onto the target, your 6th successful hit causes each mark to explode in a streak of glory. Each dice deals 2d8 worth of force damage.
This ability can only be used once per long rest.
Previous Versions
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