Rogue
Base Class: Rogue

A rogue is visited in their sleep and offers them power, they are given a unique mark if they accept 

The rogue gains an outsider ability every level and can use said abilities a number of times equal to their wisdom modifier.

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. Your dc of any saving throws listed is 8 + proficiency bonus + charisma mod and you may use this ability an amount of times equal to your charisma mod (minimum of 1)

Outsider Powers

Chose the powers you gain from outsider

Blink

As a bonus action, You choose an unoccupied space 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

You summon a group of plague rats to devour your enemies

 

You summon a 5-foot radius circle of rats 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 and if they roll a critical failure then the damage dice is doubled

Domino

You use the outsider power to link two beings together and conditions, immunities, resistances, and vulnerabilities are shared.

Doppelgänger

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 and not you must make an Intelligence saving throw or assume that is you. if the image takes any damage it disappears and the creatures who failed the first save must make another or assume you dead.

Far Reach

As a bonus action, You have two options when using Far Reach, you gain the ability to use both when granting 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 within 30ft that is not held to grab. if the item is grabbed the holder must make a strength saving throw equal to your mark dc. Although grabbing the item and pulling it towards you is a bonus action it is considered an action to catch it

Possession

You target one living creature and it must make a Charisma saving throw or be possessed for 1 minute. If the creature notices your presence it has advantage. While you are possessing the creature you cannot use any other Void Powers and can only take actions the creature could, if the creature dies, falls unconscious, or is possessed 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

Semblance

You may use this ability on an unconscious or conscious, but not dead humanoid to take their voice and appearance. If the creature is conscious it must make a Charisma saving throw or be knocked unconscious and have the effects of the ability take shape. Any creature suspicious of you must make an intelligence check to see if they believe the illusion as long as your actions are not too unbelievable.

Shadow Kill

When you kill a creature you were granted sneak attack against you may use this ability and have the body turn to ash

Shadow Walk

For one minute you gain a +10 to  Stealth but are grounded. While in this form your movement speed isn't affected, but you cannot make vertical movement unless on slopes or stairs (DMs discretion). When you attack a creature you gain advantage, if the creature is surprised it crits, after you attack the ability ends

Void Gaze

For 1 minute you can see creatures through walls within 30ft of you

Windblast

When you are targeted by a ranged weapon attack by someone whos general direction you know you may use your reaction to shoot out a gust of wind, imposing disadvantage on the attack roll

Bone Charms

You gain the ability to use bone charms, artifacts of the void. You must attune to these items and non-outsiders cannot use these

Bonecharm crafting

At level 9 You gain the ability to create your own bone charms with unique abilities (DMs discretion ). These bone charms have a high chance to have negative side effects

Enhanced Agility

At level 13, The power of the void enhances your physical abilities allowing you to be more agile. You take reduced fall damage and become better at landing at distances pass it.

When you fall from a distance of 20ft or lower you take no fall damage and pass that you reduce the damage by 2 damage die, additionally your jump distance is doubled, you also gain expertise in acrobatics.

Enhanced Void Ability

At level 17, when you make the attack action, you may use any void power you know as apart of that action.

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