Base Class: Rogue
Spec Ops assassins from the Deci Clan of Temporia.
Deci Arts
You gain access to a number of Art points, reflecting your rigorous training over years of membership within the Deci Clan. You may spend these points on a variety of Art abilities from this archetype. You regain all Art points after a short or long rest.
Deci Training
At 3rd level You gain proficiency in the Stealth skill. If you already have proficiency in this skills, add double your proficiency bonus when using them. In addition, choose one of the following abilities. You gain a second at 9th level, and a third at 17th level.
Assured Attack
You may spend 1 Art point to gain advantage on one attack. On a hit, deal extra damage equal to your Intelligence modifier.
Perception Warp
As a reaction, you can spend 1 Art point to increase your AC by your Intelligence modifier and immediately move 5 feet in any direction. The AC increase lasts until the start of your next turn. This movement does not provoke attacks of opportunity. If this movement takes you out of the range of an enemy attack, that attack automatically misses.
Pinpoint Accuracy
Whenever you make an attack roll, you may spend 1 Art point to gain a bonus to that attack roll equal to your Intelligence modifier. You can use this ability after the original roll, but before the outcome is revealed.
Precision Strikes
After you have hit with a weapon attack roll, you may spend 2 Art points to increase the critical range by 1. If this would mean that your hit would be a critical hit, it is now treated as one. You may keep spending Art points in this way to increase the critical range a number of times equal to half your Intelligence modifier rounded up.
Weightless Leap
As a bonus action, you may spend 2 Art points to multiply the distance you can jump by your Intelligence modifier until the start of your next turn. You take half falling damage when using this ability, as long as the total distance jumped is within the bounds stated by this ability. For that round, you gain advantage on Dexterity saving throws.
Illusory Doubles
Starting at 9th level, your mastery of the Art allows you to create incorporeal doubles of yourself. As a bonus action, you may spend 2 Art points to cast the Mirror Image spell on yourself.
Preternatural Agility
Starting at level 9, you can run on water and other liquids if you take the Dash action on your turn. If you end your turn on a liquid, you sink into it as normal. At 13th level, you can use this ability to run on dangerous liquids, such as magma or acid. If you roll an Acrobatics check, before the outcome of the role is determined, you can spend 2 Art points to reroll the die. You can keep doing this so long as you can keep spending Art points.
Vanish Into Darkness
Starting at 13th level, you gain the power to meld into the darkness. When you are in dim light or darkness, as a bonus action, you can spend 4 Art points to vanish into a shadowy demiplane. You can return to existence in another area of dim light or darkness within 60 feet. If you did not, on subsequent turns, you may return to existence once in the same manner as a bonus action. You cannot stay in this demiplane for longer than 10 minutes. You gain advantage on your attack rolls the turn you return to existence.
One With The Shadows
At 17th level, your Vanish Into Darkness ability can be used as a reaction and only costs 2 Art points. If you are not in dim light or darkness when you want to use this ability, you may spend 2 Art points to cause a cloud of obscuring smoke to billow around you, granting darkness within 5 feet of the area you vanished.
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