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## Rogue Subclass ### The Wraithblade You have been touched by the powers of the other side where only the dead may wander. Those of this archetype turn the gifts of the supernatural against their foes. #### Ghost Fire When you choose this archetype at 3rd level, you learn to conjure supernatural flames that sear soul and substance. To fuel these flames, you use portions of creatures' souls called essence. As a bonus action, you can draw 1d4 essence from the corpse of a hostile creature if it's within 10 feet of you and died within the past minute. However, you will be unable to use your movement for the remainder of your turn. Once you've drained a target, you cannot do so again until 1 minute has passed or your total essence has been reduced to 0. After a long rest, you lose all of your stored essence, but regain 3 from the excess power of your own soul.
When taking the attack action, you can expend 1 essence to ignite a melee weapon you're carrying with ghostly flames. When you attack a creature with this weapon, you do not need advantage on the attack roll to use your sneak attack. After the attack, the flames will go out. #### Haunting Hand Starting at 3rd level, you acquire Haunting Hand, an invisible force with the powers of the Mage Hand cantrip. Casting this invisible hand requires no verbal components and you can manipulate it as part of the action in which it was cast.
Additionally, when a creature within 30 feet of you makes an attack against you and misses, you can use your reaction to cast your Haunting Hand and strike them with it. This deals no damage, but knocks them off kilter creating a weak point you can exploit. If you attack this creature on your next turn, the attack rolls with advantage. If it hits and it's a Ghost Fire attack, they take additional damage equal to half of your sneak attack dice (round up). \columnbreak
#### Soul Reaver Starting at 9th level, you can draw 1d6 essence from a creature instead of 1d4 and your essence resets to 4 after a long rest instead of 3. #### Embers of Essence At 13th level, when a creature dies to your Ghost Fire, it will rise from the dead at the start of its next turn, animated by the lingering embers of your attack. For the duration of that turn, the creature will obey your commands. You can order it do anything it's capable of and it will do so to the best of its ability. At the end of the creature's turn, the embers burn out and the creature dies. #### Grim Feast Starting at 17th level, in desperate moments, you can restore yourself by feeding on the essence of lingering souls. When you have 0 hit points, but aren't outright dead, instead of making a death saving throw, you can heal half of your hit points if you're within 60 feet of a creature that's been dead for no longer than 1 minute.
Once you use this feature, you can’t do so again until you finish a long rest.
> ##### Credits > **Art:** Ami Thompson
> **Author:** Rorick Howl