Rogue
Base Class: Rogue

In the realm of the Fey there exist those who masquerade as regular members of the Summer or Winter Courts. Unbound by the laws of the Fey that govern who can and cannot be killed, these court assassins stalk through the courts with the sole purpose of tying up the loose ends of those who pay them.

Bonus Proficiencies

Starting at the 3rd level when you choose this archetype, you gain proficiency in the Deception, the Disguise Kit, and the Poisoner's Kit.

Fey Step

Starting at 3rd level, once per turn you can use your bonus action to tap into the magic of the Feywilds to teleport. You can teleport to a space within 30 feet provided that the destination is unoccupied and in line of sight.

Iron Tipped & Iron Willed

Starting at the 9th level, your resolve to do what must be done emboldens you. You roll with advantage on Charisma based checks when operating within a Fey Court. Additionally, your melee weapons are now tipped with iron toxic to the Fey. When striking a Fey creature with your iron-tipped weapons they must make a DC 15 Constitution saving throw or take 5d6 poison damage.

Fey Bacchanal

Starting at the 13th level you can tap into the bacchanal of the fey when you attack. You may use your bonus action to make an extra attack once per turn. When you make this attack, you roll with advantage, but for the next turn all attacks made against you are also rolled with advantage.

Master of Shadow

Starting at the 17th level you gain the ability to disappear just as soon as your nefarious job has been done. When you successfully take the Hide action to disappear into darkness, you gain back 15 hit points and are granted a second bonus action.

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