Base Class: Rogue
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. In the event that their fate has been tampered with, a mythical figure known as the Outsider offers these victims a second chance, by giving them his mark.
The Outsider's Mark
At 3rd level, You gain a mark on the back of your offhand of the outsider, which is your way of using your abilities. While you want to use the outsider abilities you may not have anything in your offhand, even if they aren't weapons or shields. You can choose two abilities to learn at level 3 and more at levels 6, 9, 13, 15, and 17. The Save DC of these abilities (should they need one) is 8 + proficiency bonus + charisma mod and you may use these abilities an amount of times equal to 1 + your charisma mod (minimum of 2) per long rest. When you take a short rest, you may regain 1 use of this feature.
Bend Time
As a bonus action, you can cause time to slow down around you. Until the end of your next turn or until you lose concentration (as if you were concentrating on a spell), you gain the positive effects of the Haste spell, without the penalty of being stunned at the end of the effect. If you have used this ability once already (per long rest), you gain a level of Exhaustion.
At 13th level, you learn how to completely stop time for a brief moment. The effect lasts for up to a minute.
At 17th level, you are so used to the manipulation of time that it no longer weighs its toll on you. You no longer gain Exhaustion from subsequent uses.
Blink
As a bonus action, You choose an unoccupied space that you can see within a 60ft sphere centered on yourself and teleport there instantly, if you do not have a flying speed you must blink somewhere with solid ground.
Devouring Swarm
As an action, you summon a Swarm of Rats to devour your enemies for 1 minute that can move up to 10 ft per turn. If a creature walks into this circle it must make a DEX saving throw or take damage equal to your sneak attack die, if they die to this then their bodies are eaten.
Domino
As a bonus action, for one minute, you spiritually link two beings (within 60 feet of each other and yourself) together and for the duration, their conditions, immunities, resistances, and vulnerabilities are shared.
Doppelganger
As a bonus action, you make an image of yourself to appear within 30 ft of yourself in an unoccupied space you can see for 1 minute. Anyone that can see it (not including you) must make an Intelligence saving throw or they assume that it is you. If the image takes any damage, it disappears and the creatures who are under the effect of this feature assume you are dead.
If your doppelganger is within the line of sight within a creature and you are not within it, you are considered hidden from them until you attack, deal damage to the creature, or force someone to make a saving throw.
Far Reach
As a bonus action, you can choose to do one of two options when using this ability:
Movement:
You may choose a point within 30ft of yourself and latch onto it, you may choose to move to that point or up to 30 more feet past it as if you catapult yourself.
Grabbing objects:
You may choose one object that weighs no less than 15 pounds within 30ft of you. If the item is being held by a creature, the holder must make a strength saving throw equal to your mark dc, or the targeted item is magically pulled away from them. Otherwise, you choose whether the item is thrown towards an area within 30ft of you or the item harmlessly comes into your grasp.
At 13th level, the distance increases to 60ft.
Mesmerize
As an action, you can designate a targeted humanoid within 30 feet of you to be put into a dream-like state. The target must make a wisdom saving throw against your void power save DC, or be distracted by a vision so powerful it stops them in their tracks and garners their complete attention. While in this state, the target is considered Incapacitated. The effect lasts for minutes equal to the caster's charisma modifier (minimum of 1) or until your concentration ends (as if you were concentrating on a spell). If allies of the target sees them within this state, they will suspect a hostile presence if they notice strange behavior.
Furthermore, if this ability is used within combat, the duration instead lasts for 1 minute (regardless of charisma modifier) and the target can make the save at the end of each of their turns.
When you reach 13th level, you can target up to two creatures with this ability.
When you reach 17th level, you can target up to three creatures with this ability.
Possession
As an action, you target one living creature and it must make a Charisma saving throw or be possessed for 1 minute or until your concentration ends (as if you were concentrating on a spell). If the creature is aware of your presence it has advantage. While you are possessing the creature, you can only perform actions that the possessed creature is capable of doing. If the creature dies, falls unconscious, or is possessed by another creature, you lose control and are forced out of it. While you are possessing a creature your body remains where it was before the use of this ability, and you are considered incapacitated, as your focus is completely out of your body.
Semblance
As an action, you target a living (unconscious or conscious) humanoid to take their voice and appearance. If the creature is conscious (and isn't willing), it must make a Charisma saving throw and have the effects of the ability take shape for an hour. Otherwise, you take their voice and appearance without any issue. Any creature suspicious of you must make an intelligence check (DC equal to your mark DC) to see if they believe the illusion as long as your actions are not too unbelievable.
Shadow Walk
As an action, you transform into a 2ft tall quadrupedal being of pure shadow, making you much harder to detect for 1 minute or until you lose concentration (as if you were concentrating on a spell). While in this form, you have a walking speed of 35ft and gain a climbing speed of 35ft. You can also take the Dash action as a bonus action.
While you are within this form and in dim light or darkness, you are Invisible.
You can exit this form as a free action. Alternatively, you can make an attack against a target within 5ft of you and if you do, you gain advantage on the attack. Once you attack the target, you leave the form, shifting back to your material self.
Void Gaze
As an action, you can manifest supernatural sight. For 1 minute, you can see creatures through walls and solid surfaces within 30ft of you.
At 9th level, you also gain Truesight while using this ability within the same range of 30ft.
Windblast
When you are targeted by a ranged weapon attack by a creature you can see, you can use your reaction to shoot out a burst of wind, imposing disadvantage on the attack roll.
Alternatively, when a hostile creature enters your reach, you can use your reaction to use this ability to push them back.
Either way, when a target is windblasted, they have to make a strength saving throw or be pushed back 10ft away from the caster, and have their speed halved.
At 9th level, when a targeted creature is windblasted, their speed is reduced to 0 instead of being halved.
Shadow Kill
At 9th level, you gain the ability to use the malicious darkness to hide your deeds. When you reduce a creature's hp to 0 and sneak attack damage was dealt to them, you can choose to turn their body into complete ash, leaving specific items behind.
Magical items cannot be turned to ash in this manner.
When you choose to do this, you gain the knowledge of any non-magical item the creature has on them at the time of death and you can preserve them from being turned to ash. You can only select a number of items equal to your charisma modifier (minimum of 1). In terms of the knowledge on these items, you know the bare minimum. For example, if a creature you killed in this fashion had a letter on them, you would know it's a letter, but not who it was from, what it says, if it's trapped, etc.
Enhanced Agility
At 13th level, the power of the void enhances your physical abilities, allowing you to be paranormally agile. You take reduced fall damage and become better at landing at distances pass it. When you fall from a distance of 25ft or lower, you take no fall damage, your jump distance is doubled, and you also gain expertise in acrobatics.
Manifestation of the Abyss
At level 17, when you make the attack action, you may use any void power you know as apart of that action. Using a void power in this way does not count towards your daily number of uses. However, they still are held to the specific rules of each ability.
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