Base Class: Rogue
In the dark of the night, people swear that they see a brief afterimage follow you. Your weapons have a faint gloomy glow to them that can only be described as otherworldly. You bring comfort and solace to those in need, retribution and penance to all others. You ensure that every last soul answers for their life’s choices and finds their way to the other side.
You are the Soul Sentinel.
Soul Tether
Starting from 3rd level, you can create a soulbind between yourself and another creature. You feel their essence and can understand them at a core level, even if you don’t share a language.
As a bonus action, Tether to a creature within 30 feet that you can see (You are also considered Tethered). This connection lasts for 1 minute. The Tether ends automatically if the distance between you and the Tethered target is larger than 30 feet.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are Tethered to the creature, no enemies are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
You can use this feature equal to your proficiency level of times per long rest.
At level 7, you can Tether up to 2 creatures at a time, at level 12 you can Tether up to 3 creatures.
Vivid Shift
The connection along the Tether pulses with energy while you concentrate on it.
At 3rd level, as an action, you can teleport to any space near a Tethered creature other than yourself.
Vital Exchange
You give as you take - a Tethered enemy feeds strength to your allies.
At 9th level, during your turn up to 8 creatures between you and target Tethered creature get healed for 1d8 once per turn, and the target Tethered creature takes the same amount as necrotic damage.
You can sever the Tether as a bonus action to deal 1d8 necrotic damage per healed target this turn to the severed creature.
Umbral Beacon
The dead open a beacon of soul energy, saving your allies from certain death.
At 13th level, when any Tethered creature (including yourself) is reduced to 0 hit points, a beacon of soul energy is created for 1 round, giving all allies within 30 ft. advantage against death saving throws and 1d8 of temporary hit points, or 2d8 if the beacon stems from you.
These dice increase to d10 at level 16 and d12 at level 19.
Spectral Dominion
Whenever you are Tethered, you move across the battlefield as a swift, radiant specter hunting down all corrupted.
At 17th level, you gain the following benefits:
- Your Tether range increases to 60 feet.
- Your movement speed is increased by 10 feet per Tethered creature other than yourself.
- Tethered creatures cannot hide by any means.
In addition, the first time in a turn when you have 3 other targets Tethered at once, you can choose to restrain any number of them until the Tether remains. The creatures can attempt a DC 17 Athletics save to escape the restraint early.
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