Rogue
Base Class: Rogue

The silent illusionist has been trained by a secretive group of thieves and assassins, known as The Silent to the few aware of their existence. Members of The Silent have four magical runes tattooed on to each arm upon becoming a fully fledged member. These runes are tattooed using a ritual known by no outsiders and contain the framework of certain spells that the bearer can cast by channeling their inner energy through them. Each rune has a threshold of power needed to use it, and as the bearer becomes stronger through training and experience they gain access to the power the runes provide.   

The silent illusionist can channel their inner energy, this energy is expanded through training and experience and is represented by energy points. When this archetype is chosen you gain energy points equal to your intelligence modifier plus half your level rounded up. You can spend your energy points to perform certain actions dictated by the silent illusionist archetype features. Upon long rest you gain all of your energy points back.

Rune of Silent Self

You channel your inner energy through the first rune on your arm and seal all sound within you. By spending two energy points as a bonus action you make any sound you make or sound that results from collision between you and an object completely inaudible to any other creature unless you choose for them to hear it. The duration of this silence lasts a minute, any attack made or received ends the effect early. With regard to sounds made from collisions, only the sound made directly from the collision is negated and not any secondary sounds made as a result, for example, if someone using silent self was to smash a window by punching it, the impact of the punch on the glass would be inaudible, but the sound of the glass shattering would be heard as normal.  

However, when using this feature you can choose to expend additional energy points above the two required in order to create a static sphere of silence of radius equal to one foot per additional energy point used anywhere within 30 feet of you, this sphere lasts for the same duration as Silent Self and is also ended early upon receiving or making an attack action. This sphere of silence only makes sounds inaudible and does nothing to stop the verbal casting of spells or negate thunder damage.

When silent self is active, any stealth check made to approach a creature from an unseen position has advantage, and any stealth check made to evade detection of sleeping creatures automatically succeeds as long as there is no physical contact between you and the creature.      

If ten minutes are spent in still silent meditation then this ability can be cast without using any energy points. This ten minutes meditation only allows Silent Self to be cast on yourself, if you wish to create a static sphere of silence then an additional five minutes silent meditation is needed for every foot radius of the sphere. 

Rune of Crowd Hiding

Beginning at 9th level you can channel your inner energy through the second rune on your arm. As an action you can spend five energy points to create up to twenty illusions of yourself crowded directly around you, these illusions then scatter in different directions and move erratically. Any creatures that can see you or attempts to find you must then roll a perception check vs a stealth check from you, if the effects of Silent Self are on you then you have advantage on your stealth check . Any creature that fails can't identify which illusion is the real you, and you are considered to be hidden from them until your next turn in combat.

The illusions move erratically within a radius of your movement speed and do not perform any movement you could not (for example they wont move through walls or other creatures). Any hostile creature within this radius is considered distracted and can't make any reaction attacks against creatures while the illusions are present.

 

Upon your next turns completion the illusions vanish, any attack made in that turn on a creature you are hidden from has advantage, if you do not attack you can choose to spend 3 energy points as an action to keep the illusions from vanishing and remain hidden from any creatures that failed the original perception check, if you do this any creature that chooses to search for you on their next turn can re-roll a perception check vs another stealth check from you (with advantage if silent self is active) to deduce which is the real you.   

When this effect is active if you choose to use the hide action successfully or simply move out of the possible sight range (for example around a corridor corner or behind a wall) then a successful perception check from an enemy deduces that all the illusions they can see are fake, but not where the real you has gone.

Rune of Invisibility

Starting at 13th level you can channel energy through the third rune on your arm. As an action you can spend 6 energy points to turn yourself invisible. If you are under the effects of silent self when invisible then you cannot be detected by non-magical means (perception) except by physical contact. The invisibility ends after 1 minute, when you cast a spell other than Silent Self or when you take the attack action. When using this ability you can spend additional energy points, for every additional point you spend the duration of invisibility is increased by 1 minute.

This ability can be used without spending any energy points if you spend 15 minutes in silent meditation focused on this action. For every 5 minutes additional meditation you can increase the duration of the spell by a minute.   

Rune of Silent Mind

Starting at 17th level you can channel energy through the fourth rune on your arm. As an action you can spend 10 energy points to make a number of creatures up to your intelligence modifier (min 1) forget any memories they have of you directly. If the creature(s) you use this ability on are hostile to you they must make a wisdom saving throw DC 8 + your proficiency bonus + your intelligence modifier, if they succeed they are unaffected.

A creature effected by this ability has all memories of interaction with you erased. However, memories linked to you via other means than interaction remain intact, for example the creature you used this on wouldn't remember ever having met you, but if you were famous or they knew of you before meeting you they could still recognise you from description. Any new memories made after this ability has been used remain intact but can be erased with a second use of this ability (for another 10 energy points). The memories of any creature effected by this can be returned by you at any point as long as they're within touching range (no action required other than physical contact), when this happens they will know they've been affected by some kind of magic.

A creature affected by this falls into a trance for 30 seconds before waking, they will be unaware they've been affected by any sort of magic but might be confused or dazed if in a location or situation that they got into because of an interaction with you that they now can't remember.

Silent Existence

At level 20 you can channel your inner energy through all four runes at once. As an action you can spend 12 energy points to completely erase your existence from a target creatures (within 120 feet) personal reality. The targeted creature must make a wisdom saving throw DC 8 + your proficiency bonus + your intelligence modifier, however the Stroke of Luck feature can be used to make the targeted creature automatically fail. Upon failure the target creature can not recognise your existence, they can neither see or hear you, and every memory they've had of you is erased, even if they are to come into physical contact with you they would not be able to tell where the physical contact had come from or explain it. This effect is permanent until you choose to end it, the target creature take cumulative damage from any of your actions equaling more than 10d10 (rolled upon activating this ability) or another creature successfully casts Wish upon the effected creature with the specific intent of undoing this effect. You can choose to end the effect at any time as long as you are on the same plane of existence.

As this is an effect on their mind and not any form of cloaking, any un-targeted creature is unaffected and sees you no differently than before. The maximum number of creatures you can have under this effect at any one time is equal to your intelligence modifier (min 1), if you have the maximum number of creatures under this effect then to use this ability again you must end the effect on one creature.   

Once this effect is ended all memories are returned to the creature and they are aware they were under the effects of some kind of magic.

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