Rogue
Base Class: Rogue

Rogues who walk the path of the Ferryman stand at the threshold between life and death. Bound to a mysterious coin, they intervene at the exact moment a soul departs the body. With a single flip, they determine whether a fading echo lingers briefly in the world or passes beyond their reach.
A Ferryman does not command the dead and does not raise the fallen. Instead, they intercept the final resonance left behind at the moment of death. When fortune favours them, they bind that echo long enough to speak with it, extracting truths that would otherwise be lost forever. When fortune denies them, death sharpens their resolve, lending focus and precision to their next strike.
The coin is central to their craft. It cannot be forced, bargained with, or predicted. Each flip is a measured risk, a balance between intervention and inevitability. Ferrymen learn to operate within that uncertainty, using the briefest flicker of a departing soul to gain knowledge, advantage, or leverage in the moments that follow.
They are not necromancers, nor are they priests. They are witnesses to endings, professionals who linger where others turn away. In the silence between the last breath and what comes after, the Ferryman listens.

Toll of Passage

Starting at 3rd level, you carry a coin bound to the threshold between life and death. When a creature you can see within 30 feet of you dies, you may use your reaction to flip the Ferryman’s Coin. 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.

Captured Echo (Heads)
You bind a fading echo of the creature’s departing soul. For 1 minute, you may speak with the echo. The echo understands the languages it knew in life and must answer your questions truthfully to the best of its knowledge. The echo can answer a number of questions equal to your Proficiency bonus. After 1 minute or after the final question is answered, the echo dissipates and passes on. You may only have one Captured Echo at a time.

The Last Voyage (Tails)
The soul passes beyond your reach. Until the end of your next turn, you gain Advantage on your next attack roll.

Crossing the Treshold

Starting at 3rd level, you instinctively perceive the edge of life. You always know when a creature within 30 feet of you drops to 0 hit points, even if you cannot see the creature. Additionally, you have Advantage on Insight checks made to determine whether a creature is dying, stable, or under the effects of magic that interferes with death.

Veilstep

Starting at 9th level, you can momentarily step through the threshold you guard. When you deal Sneak Attack damage to a creature, you can expend a Captured Echo to partially phase through the Veil.

  • You can immediately move up to 15 feet without provoking opportunity attacks.
  • You gain resistance to all damage until the start of your next turn

You can use Veilstep only while you have a Captured Echo bound.

Debt Unpaid

Starting at 13th level, when a creature within 30 feet of you that you can see fails a death saving throw, you may use your reaction to flip the Ferryman’s Coin. You can use this feature once per Long Rest.

Heads: The creature immediately fails one additional Death Saving Throw.
Tails: The creature becomes Stable.

The Final Crossing

Starting at 17th level, when you hit a creature with Sneak Attack, you may flip the Ferryman’s Coin. You can use this feature once per Long Rest.

  • Heads: The creature must make a Constitution saving throw (DC = 8 + your Proficiency bonus + your Dexterity modifier). On a failure, it drops to 0 hit points. On a success, it takes Psychic damage equal to your Sneak Attack dice.
  • Tails: The creature becomes marked by inevitability until the end of your next turn. The next time it takes damage before then, it takes additional psychic damage equal to your Sneak Attack dice.

 

Ferryman Image

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