Additionally, you can add half your proficiency bonus (rounded down) to any ability check you make that does not already include your proficiency bonus. #### Shadow Lantern Starting at 13th level, you can adapt yourself into the darkness, as if you are one with it. When you are in darkness, you can use a bonus action to turn invisible. The invisibility ends when you move, take an action, bonus action, or reaction, or until you are no longer in the darkness. #### Phantasmal Pedigree When you reach 17th level, your knowledge and mastery on the legends of the Hashashin allows you to imitate every single Noble Phantasms from the past leaders of the assassins. Whenever you finish a long rest, you can replace the Noble Phantasm option you know with another Noble Phantasm option from the list. ### Noble Phantasms The following is the list of Noble Phantasm options available for rogues who choose the Zabaniya archetype. #### Delusional Heartbeat When you hit a creature other than construct or undead with an unarmed strike or a melee weapon attack with a finesse weapon, you can create an ethereal replica of the creature's heart in one of your empty hands. The heart lasts for 24 hours or after 1 minute when it is more than 5 feet away from you. You can have only one heart at a time with this feature, and once you create a heart with this feature, you must finish a short rest or long rest before you can do so again. As an action, you can crush the heart with your hand, which causes a sudden heart attack to the creature if it on the same plane of existence with you. The creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to what is shown in the Sneak Attack of the Rogue table for your level. On a successful save, the creature takes half as much damage. When you reach 13th level, the creature drops to 0 hit points on a failed save, and takes full damage on a successful save, instead of half damage. #### Febrile Inspiration Your skin crystallizes and hardens like crystal. While you are not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. Additionally, when you hit a creature with an unarmed strike, you can deal an extra 2d6 damage with the attack. If you use your Sneak Attack with the attack, the extra damage is added to your Sneak Attack. Once you do so feature, you must finish a short rest or long rest before you can do so again. \pagebreakNum
When you reach 13th level, you gain resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons that are not silvered, and the extra damage increases to 4d6. #### Meditative Sensitivity Your senses are extremely honed to the point of supernatural degree. You have advantage on saving throws against being blinded or deafened. Additinonally, as a bonus action, you can extend your senses even further to know the location of all creatures within 30 feet of you that are not behind total cover until the end of your next turn. You cannot know the type or identity of any being whose presence you sense. Once you use this feature, you must finish a short rest or long rest before you can do so again. When you reach 13th level, you gain tremorsense out to a range of 10 feet of you, and you have advantage on attack rolls against any creature whose location you sensed with this feature. #### Ichor of Reverie As an action, you can let out a high-pitched scream that can be heard out to a range of 100 feet from you. Each creature that can hear you within 30 feet of you must make a Wisdom saving throw. Constructs, undeads, and creatures that cannot be charmed or frightened automatically succeed on the saving throw. On a failed save, a creature becomes disoriented for 1 minute or until it takes any damage. A disoriented creature must spend its turn trying to move as far away from you as it can, and it cannot willingly move into a space within 30 feet of you. It also cannot take a reaction. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to run, the creature can use the Dodge action. Once you use this feature, you must finish a short rest or long rest before you can use it again. When you reach 13th level, when a creature of CR 2 or lower fails its saving throw, it falls unconscious for 1 minute or until takes any damage. #### Poison Body Your body develops a streak of deadly poison, which intoxicates creatures on contact. You gain resistance to poison damage, you have advantage on saving throws against being poisoned, and your unarmed strike can deal poison damage instead of the normal bludgeoning damage. When you hit a creature with an unarmed strike or a melee weapon you are proficient in, or as a reaction when a creature touches you or hits you with a melee attack, you can force the target to make a Constitution saving throw. On a failed save, the target becomes poisoned for 1 minute. When you reach 13th level, you gain immunity to poison damage, you cannot be poisoned, and all poison damage you deal with this feature ignores the target's resistance to poison damage. \columnbreak #### Raving Shadow Flash You grow a long streak of hair, which is prehensile and controllable at your will like an additional pair of limb and hand. Your hair extends out to 10 feet from you and can pass through an opening at least 1 inch in diameter. Your har can carry objects no more than 10 points, and you can use an action or a bonus action granted by your Cunning Action to control your hair to perform the following tasks: - You can stow one object the hair is holding in a container worn or carried by another creature. - You can retrieve an object in a container worn or carried by another creature. - You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hands) check contested by the creature's Wisdom (Perception) check. Additionally, as an action, you can stretch out your hair to your surrounding with exceptional force, like a volley of spear. You make an attack against any number of creatures within 5 feet of you with your hair, which for this purpose counts as a melee weapon that deals 1d6 piercing damage. You must make a separate attack roll for each target, you use your Intelligence for the attack and damage rolls for your hair, and you can use your Sneak Attack with your hair, although all other rules for the Sneak Attack still apply to you. Once you use this feature, you cannot use it again until you finish a short rest or long rest. When you reach 13th level, your hair can reach out to 20 feet, and deals 2d6 damage instead of 1d6 on a hit when used as a weapon. ## Credits All contents are created by [Weirdo Whoever](https://weirdowhoever.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](https://www.dandwiki.com), [NaturalCrit Homebrewery tool](https://homebrewery.naturalcrit.com), and [GM Binder](https://www.gmbinder.com) for providing the templates for my imaginations. Very special thank goes to [Hassan](https://homebrewery.naturalcrit.com/share/HJNVHhe5m) by [u/Djinngerbread](https://www.reddit.com/user/Djinngerbread), on whose brew I am basing mine. Inspired by Hassan-i-Sabbah in *Fate* franchise.