Rogue
Base Class: Rogue

Stay unnoticed hit hard and completely kill enemies.

Level 3: Abyss Abilities

Climber:  Gain a Climb Speed equal to your Speed.

Jumper: Determine your jump distance using your Dexterity rather than your Strength.

Level 3: Abyss Steps

Teleport 15ft as a bonus action

Can't teleport through walls(At level 10 you can pass through 2ft thick walls) but you can slip pass people 

Can use feature the number of times equal to Proficiency Bonus

Can use ability after short rest

Increases: 30ft at level 16 and at le

Level 3: Shade Blade

Weapon deals 1d8 + 1d4 slashing damage

Increases:  Turns to 2d10 at 9th level and 4d10 at 15th level

After 10 hits blade vanishes and takes a long rest

Can use Finesse and Sneak Attack (Dual wieldable)

Level 9: Veil of Shadows

While in darkness gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You can also vanish into shadows 20ft away to evade creatures(can go through walls). While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

This has 3 uses

Level 13: Shadow Form

 This transformation lasts for 1 minute, or until you end it early (no action required). You revert to your normal form early if you are incapacitated.

In this form you are invisible to anything that doesn't have true sight

And have resistance to all damage except radiant and force damage

You can pass through walls up to 6ft thick if ending a turn inside an object you take 1d10 force damage

You have advantage on attack roles but you can attack 3 things before turning back

This has 3 uses turning to 5 at level 20

You can use this feature 3 times. You regain all expended uses when you finish a long rest. If you have at least 1 use remaining when you finish a short rest, you regain 1 expended use. The total number of uses increases to 5 when you reach 20th level.

Level 13: Bend Time

You gain 3 uses of this ability in any combination. You gain the following options:

Stop Time:

As an action you can briefly halt the passage of time for an additional turn

During this extra turn, your movement speed increases by 20 feet.

Additionally, because other creatures cannot move or react during this extra turn, any creature that is surprised or unable to perceive you automatically qualifies for your Sneak Attack, even if you do not have advantage on the attack roll, provided you do not have disadvantage.

Slow Down Time:

You can emit a brief pulse of distorted time. 

As a bonus action, you can emit a brief pulse of distorted time in a 25ft radius centered on yourself. Each creature of your choice in that area (up to 20)  must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or have its movement speed halved until the start of your next turn.

While affected, the target suffers, it cannot make opportunity attacks against you or your allies. It takes a -2 penalty to AC and Dexterity saving throws as its movements become sluggish. Once 2 turns have ended the effect wears off. (Not counting your turn)

Usage Limit: 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..

As a bonus action, you can target up to three creatures you can see within 60 feet of you (which can include enemies or your allies(grief them)) and weave their life forces together into a psychic link. An unwilling creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). A willing creature can choose to fail this save automatically. The link ends early if you die, become incapacitated or until 1 dies or you release the bond. 

If a linked creature drops to 0 hit points or dies, the link ruptures violently. The remaining linked creatures must instantly make a Wisdom saving throw. On a failed save, a creature takes 4d10 psychic damage, or half as much damage (as the last creature that died or hit 0 hit points) on a successful one.

If only one linked creature remains alive while the feature is active, the link snaps. The remaining creature must make a Wisdom saving throw, taking 2d10 psychic damage on a failed save, or half as much(as the last creature that died or hit 0 hit points) on a successful one. The feature then ends.

 

If up to 2 willing allies take psychic damage via the link feature, they gain a brief surge of adrenaline. The first time that ally hits with an attack or spell before the end of their next turn, the attack deals an extra 1d8 psychic damage.

You can use this feature twice, and you regain the ability to do so when you finish a long rest.

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