Base Class: Rogue
Striking from the shadows, the Drifter uses shadows and supernatural gifts to get the upper hand in combat and to strike down enimies.
Disappearing act
Starting at 3rd level, you can magically disappearing during combat. As a bonus action you can magically turn invisible until the start of your next turn.
You can use this feature a number of times equal to your Wisdom Modifier
Quick Shift
When you choose this archetype at 3rd level, you gain the ability to magically shift away from battle, disappearing. After dealing sneak attack damage, you can cast the Misty Step spell as a bonus action.
You can use this ability once per short or long rest.
Supernatural Swarm
Starting at 9th level, you gain the ability to cast Find Familiar as a ritual, the familiar must be: a cat, raven or rat.
You also gain the ability to magically summon a swarm of rats or ravens. It gains temporary hit points equal to your Class level. They are friendly only to you, if done in combat, roll initiative for the swarm, which have it's own turn. It obeys your verbal commands, (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. It lasts for an hour, once the hour has expired, the swarm disappears.
You can telepathically communicate with your swarm and always know where it is. As long as it is within one mile of you.
Once you have used this ability, you cannot use it again until your next long rest.
Possession
By 13th level, you have become adept at welding your mystical powers and gain the ability to force your will onto other creatures, suppressing their soul and putting yours in it's place.
When not in combat, you can use your action to take over a creature's body that you can see, within 60 feet,. They must make an intelligence saving throw. (DC = 8 + your intelligence modifier, your proficiency bonus). On a failed save, you take over the creature's body temporarily, you act as if the creature's body is your own, you gain it's resistances and stats, but keep your own mental statistics. However, you cannot use any equipment that you had on your person before using this ability, nor can you cast spells, if the creature itself is unable. On a successful save, the creature is immune to this ability for 24 hours and is aware that something tried to possess it.
The creature must be of a challenge rating equal to less than or half of your Class Level (rounded down).
This ability's duration depends on the type of creature targeted. After the time has been expended, you are shunted out of the creature into an unoccupied space within 5ft. The creature is then stunned until the start of it's next turn. If the creature reaches 0 hit points, while this ability is in effect, you are forced out of the creature into an unoccupied space within 5ft and are stunned until the end of your next turn.
Beast: you can possess this creature for up to 1 hour.
Dragon: You can possess this creature for up to 12 seconds
Celestial: You can possess this creature for up to 1 minute
Monstrosity: You can possess this creature for up to 1 minute.
Abberation: You can possess this creature for up to 1 minute
Plant: You can possess this creature for up to 24 hours.
Giant: You can possess this creature for up to 1 minute.
Fiend / Demon: You can possess this creature for up to 12 seconds.
(The time for possession is at the DM's Discretion)
Bend Time
When you reach 17th level, you have become used to the flow of this supernatural energy in your body and can force it outward.
You gain the ability to cast the Time Stop spell. When you use this ability, it takes 1 minute to cast. Any hostile action against a creature or any attempt to physically interact with one, will immediately end the effect of the spell. For you, the spell will always last one minute. When the spell ends before the duration has finished, you suffer 2 points of exhaustion and are paralyzed for 1 round. If it has finished it's duration, you suffer one and are not paralyzed.
If you attempt to use this ability again before taking a long rest, it acts as normal, however the points of exhaustion are doubled, and you become paralyzed no matter what.
Comments