Rogue
Base Class: Rogue

Hollow Rogues are torn between the forces of the living and the damned, and are thus granted the powers of the Hollow, the dimension that lies between Avernus and Mount Celestia. Most prefer to maintain the balance of their abilities, whilst other Hollow Rogues prefer to dedicate themselves to the powers of the Lower or Upper Planes  However, all Hollow Rogues beware: If you stare into the Abyss, the Abyss will stare right back, and take something vital to your existence.

Hollow

Your Mastery of Life and Death gives you the choice of Life, Death and in-between:

You gain 10 Hollow Charges which influence the abilities you wield. Your state changes depending on the amount of Hollow you have:

 - With 0 - 4 Hollow you enter the Dying State.

 - With 6 - 10 Hollow you enter the Living State.

 - With 5 Hollow you enter the Hollow State.

If you would both Regain and Lose a Hollow, choose only one.

You Gain or Lose One Hollow on a Short or Long Rest (Your choice). Additionally, On a Critical Success you can Gain or Lose One Hollow (Your choice). On a Critical Fail the DM chooses for you to Gain or Lose One Hollow.

If your Hollow ever reaches 0 you become corrupted by the Soul of a Lich. If your Hollow ever Reaches 10 you become bound by the Gods.

Spellcasting

Level 3: Spellcasting

You have learned to cast spells. See the Player’s Handbook chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Hollow.

Cantrips. You know three cantrips of your choice from both the Warlock and Cleric Spell Lists. Whenever you gain a Rogue level, you can replace one of your Cantrips with another Cantrip from the same Spell List. When you reach Rogue level 10, you may learn one more cantrip from each spell list.

Spell Slots. The Hollow Spellcasting Table shows how many Spell Slots you have to cast your level 1+ Spells. You regain all expended Spell Slots when you finish a Long Rest.

Prepared Spells of 1st+ Level. You prepare two lists of the level 1+ spells that are available for you to cast with this feature. To start, choose three Level 1 Spells from both the Warlock and Paladin Spell Lists. The number of Spells on your list's increase as you gain Rogue Levels, as shown in the Prepared Spells column of the Hollow Spellcasting Table. Whenever that number increases, choose additional Warlock and Paladin Spells until the number on your list matches the number in the Hollow Spellcasting Table for each Spell List. The chosen Spells must be of a Level for which you have Spell Slots.

Changing your Prepared Spells. Whenever you gain a Rogue Level, or Change Hollow State, you can reprepare your Spell List on each Spell List with another Warlock or Paladin Spell for which you have Spell Slots, that you can currently use. 0 - 5 Hollow gives access to the Warlock Spell List, 5 - 10 Hollow Gives access to Cleric Cantrips and the Paladin Spell Lists.

Spellcasting Ability. Constitution is your Spellcasting Ability for your Warlock, Cleric and Paladin Spells.

Spellcasting Focus. You can use Dead Mans Scythe as a Spellcasting Focus for your Warlock, Cleric and Paladin Spells.

Level 3: Death's Door

Starting at 3rd level, Whilst In the Dying or Hollow State you gain the following features:

- You have advantage on saving throws against being poisoned, and you have resistance to Necrotic and Poison Damage. You don’t need to eat, drink, or breathe. You don’t need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.

- You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

- When you would make an Attack Roll without Advantage, you may Remove One Hollow and Expend a Hit Point Die. Roll that Die. You gain advantage on your attack and deal extra Necrotic Damage equal to the Number Rolled. You take Necrotic Damage equal to the number Rolled.

Heaven's Gate

Starting at 3rd level, Whilst In the Living or Hollow State you gain the following features:

- You have advantage on Saving Throws against Disease, and you have Resistance to Radiant Damage. You also gain +1 to Ac. You don't need to sleep, and magic can't put you to sleep.  You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

-You have Advantage on Saving Throws you make to avoid or end the Charmed Condition. Additionally, At the beginning of your turn you can reroll a failed save to end a Condition affecting you (No Action Required).

- When you use your Cunning Action, you may Gain One Hollow and Regain a Hit Point Die. Roll that Die and add your Con modifier. You or an ally within 5ft gain that many Temporary Hit Points and Heal that many Hit Points.

Malevolent Sin

Starting at 9th level, Whilst In the Dying or Hollow State you gain the following features:

- You have Disadvantage On Death Saving Throws. You instead Die if you Succeed 3 times, and Live if you Fail 3 rolls. When you Fail 3 Death Saves, or Return to one Hit Point you Lose one Hollow. If you are in the Hollow State you can choose not to roll and instead get back up on one Hit Point.

- Instead of Critically Failing on a 1 you instead Critically Succeed on a 1 and vice versa. If you would Critically Succeed on a roll of 19 and 20, you instead Critically Succeed on a roll of 1 and 2, and so on.

- When you use your Cunning Action you may Lose one Hollow and Expend one Hit Die. You gain the invisible Condition until the end of your next turn. Additionally you may make a 30ft Ranged Weapon Attack as part of this Bonus Action ignoring your weapons normal Reach and ignoring Disadvantage within 5ft of an enemy.

Benevolent Virtue

Starting at 9th level, Whilst In the Living or Hollow State you gain the following features:

- You have Advantage On Death Saving Throws. When you Succeed on 3 Death Saves, or Regain Hit Points when unconscious you Gain one Hollow and Regain one Hit Die. If you are in the Hollow State you can choose not to roll the Death Save and instead get back up. To determine how many Hit Points you Regain you may roll one Hit Point Die and Regain Health equal to 1d8 + Con instead of regaining one Hit Point as usual.

- When an Ally within 5 ft of you Makes a Death Save, you may use your reaction and Share the above feature with with them. If Hit Dice would be expended, they Expend and roll their own, adding your Con Modifier.

-When you would make an Attack Roll and add your Sneak Attack you may Gain One Hollow and Regain a Hit Die. Roll additional dice equal to half your Sneak Attack Dice. You may target a creature within 30ft. They may gain Temp Hp or Regain Hit points equal to the number rolled. You may do the same.

Improved Critcal

At 9th Level you Critically Succeed on a roll of 19 or 20, and Critically Fail on a roll of 1 or 2.

At 13th level you Critically Succeed on a roll of 18, 19 or 20, and Critically Fail on a roll of 1, 2 or 3.

At 17th Level you Critically Succeed on a roll of 17, 18, 19 or 20, and Critically Fail on a roll of 1, 2, 3 or 4.

Embodiment of Despair

Starting at 13th level, Whilst In the Dying or Hollow State you gain the following features:

- Whenever you would take Damage, roll 1d6. On a roll of 1 you may choose another creature within 5ft of the Attacking Creature. You may reduce that creatures Hit Point Maximum by one Quarter of the Damage you have taken.

- If you would drop to 0 Hit Points, you may take a Reaction, Lose one Hollow, Expend a Hit Die and Roll the Expended Die. Roll a Constitution Saving Throw and add the number rolled on your Hit Die. The Save DC is equal to half of the damage you have taken. If you succeed you instead drop to 1 Hit Point and can make an Attack as part of this Reaction.

- You gain a ghastly spectral wing. You gain a Fly Speed Equal to Half of your Movement Speed. While in the Hollow State you gain a Flying speed qual to your Movement Speed and can Hover.

Embodiment of Hope

Starting at 13th level, Whilst In the Living or Hollow State you gain the following features:

- Whenever you would take Damage, roll 1d6. On a roll of 6 you may choose another creature within 5ft of you. You may increase a creatures Hit Point Maximum by Quarter of the Damage you have taken. They Regain Hit Points equal to Quarter of the Damage you have taken.

- If an ally would drop to 0 Hit Points, you may take a Reaction, Gain one Hollow, Gain a Hit Die and Roll the Gained Die. They may Roll a Constitution Saving Throw and add the number rolled on your Hit Die. The Save DC is equal to half of the damage they have taken. If they succeed you may make an Attack Roll against them against their AC. You may Heal them instead of doing Damage if you Hit

- You gain an Angelic Radiant wing. You gain a Fly Speed equal to Half of your Movement Speed. While in the Hollow State you gain a Flying Speed equal to your Movement Speed and can Hover.

Viveri Mori/Mori Viveri

 Starting at 17th level, you gain the following features:

- Hallowed Mastery: If your would Lose or Gain Hollow (Except for if the DM has chosen the outcome) you can choose to either Gain or Lose one Hollow instead.

-Viveri Mori: While in the Dying State you always Have the Power Word Kill spell Prepared. You can cast it once per Long Rest without expending a Spell Slot. If you cast Power Word Kill in this way you cannot cast Power Word Heal until you finish a Long Rest.

-Mori Viveri: While in the Living State you always Have the Power Word Heal spell Prepared. You can cast it once per Long Rest without expending a Spell Slot. If you cast Power Word Heal in this way you cannot cast Power Word Kill until you finish a Long Rest.

-Viveri Mori / Mori Viveri: While in the Hollow State you always have the Power Word Kill and Power Word Heal Spells Prepared. You can Cast both once per Long Rest without Expending a Spell Slot. Additionally, you can Cast both Spells with the same Action.

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