Base Class: Rogue
The power of the Void, a place reminiscent of the dreamlike world of the Ethereal Plane, yet juxtaposed by its similarity to the Shadowfell. A place where a being of dark essence and unknown reason is born. Whether it be a lesser-known god or a mortal with the power to rival a god is still up for question. This entity goes by many names: The Traveler, Shadowchaser, Chaos Bringer. But to the Marked Ones, its followers, they know this being as The Outsider. Offering them a portion of its power, forever connecting their souls to the Void. The power to alter time, for oneself and others. The ability to see past lies and deceit, only to use those very concepts yourself to discover the purest truth.
Although this power is great and feared throughout the world, it is apparent that very few will befriend or trust one with such deadly abilities, but who needs friends in such an endeavor of self-betterment? The Marked Ones are brothers and sisters by code, yes, but their burden is of the individual. None are to assist one another unless the situation calls for the immediate safety of the other.
Darkstep
At 3rd level, when you're training within the fundamentals is complete, you will have mastered the essential maneuver that all Marked Ones learn. As a bonus action, you may immediately appear in a location within 30ft. that you can see. The area you move to must be lightly obscured by darkness or other obstacles. When you move in this way, you are not actually teleporting, rather moving at such a high speed that it looks like a shadow moving, so this does not mean you can move through walls, doors, etc. Although, things that are fragile enough like windows or weak barricades can be shoved away, quite possibly other creatures. You may do 3 times to your + Dexterity Modifier, resetting after a Long Rest.
Distort Time
At 3rd level, as you have learned the basic maneuvers of a Marked One, you have also been gifted by the Outsider with the ability to manipulate time, if ever so slightly. As an action, you may slow down time for one creature of medium size that you can see within 30ft. This creature must make a Constitution Saving Throw against your save DC equal to 10 + your Intelligence Modifier or be stunned until the end of your next turn. This requires concentration. You may also use this ability on inanimate objects that are medium size or smaller, with all the rules applying the same. Anything that is affected by this ability is slowed down by a 1/4th of their normal speed. Upon reaching level 11, you learn how to completely stop time for an object and/or creature. The condition changes from stunned to paralyzed. Additionally, you may now manipulate time on creatures and/or objects that are of large size. Still requires concentration.
Outsider's Perspective
At 9th level, with the mark of the Outsider, your eyes have been granted the ability to see past physical confines, ever searching for a truth. As a bonus action, you may activate this ability, giving you the means to vaguely see the outlines of living creatures past any physical barrier within 20ft. This works the same way with objects that you are familiar with. The outlines are silhouetted by a faint white glow at the edges. This ability lasts for 10 minutes and requires concentration. You may use feature up 3 + Intelligence modifier, resetting after a Long Rest. Upon reaching 13th level, the range is extended to 60ft.
Dark Mesmer
At 13th level, with the powers granted to you by the Outsider, you can now give others a glimpse into the endless unfathomable void where your powers come from. As an Action, you may choose up to 3 targets that you can see within 60ft, these targets must succeed a Wisdom Saving throw or be charmed or frightened, your choice. On a success, these targets cannot be affected by this ability again for 24 hours. You may use this ability equal to your Intelligence modifier (minimum of 1). Resets after a Long Rest.
Mind Seize
At 17th level, you have access to the Outsider's strongest influence, direct possession. As an action, you may choose one creature of medium or large size within 15ft of you. The target cannot be a construct. This target must make a Wisdom Saving Throw or be possessed by you for 1 minute. When possessed, your body is gathered into a black ethereal substance, entering your target's mind. You have full control of the body but cannot use any of its innate abilities (spells, darkvision, resistances, etc.). At the end of each of it's turns, it can roll again to break free of your influence. This requires concentration. You may use 3 times every Long Rest.
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