Rouge: Grey Man

by Kakanea

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The Grey Man

A being made either through intent or accident. This is an entity whose body has been twisted and reformed into a weapon solely designed for target elimination. There exists pitifully few ways beyond that of death to constrain or defend against the grey man once you are their target.

Senses of the Reforged

At 3rd level your mind and senses have been heightened in such a way that you are able to pick up on environmental details that many would otherwise miss. From clothes fibers lost amongst branches, to perfume after a person had passed by the previous day. This enhancement leads to you being able to track and locate individuals with an alarming ease. You gain expertise in the survival (wisdom) and perception (wisdom) skills.

Instrument of the Reformed.

At 3rd level the world of darkness and the space between shadows has opened its doors and twisted the makeup of your body and mind. This process has given you a few abilities that many would find unnatural and a resource to call upon these powers. Your Rogue level determines the number of Grey points you have. Any effect that use this resource ignore any effect that prevents or negates magic, such as an Antimagic Field.

Each of the following cost 1 grey point and can be used with a reaction or swift action:

  • Eyes of Darknesss: In the absence of light your eyes seem to rely on something else to perceive the world. For 1 hour you can see normally in nonmagical and magical dim light or darkness to a distance of 10x your proficiency bonus. If you already have darkvision, increase it by this amount instead.
  • Body of Darkness: Your body, along with any equipment you are wearing or carrying, becomes shadowy and smoke like. For 10 minutes You can move through any space as narrow as 1 inch , and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. While in this form you gain a climbing speed equal to your movement speed.
  • Consuming Darkness: When you kill a biological creature you can you can flood their body with a caustic darkness that causes it to shadowfy and dissipate within seconds. You gain health equal to a number of d4 equal to your proficiency bonus.
  • Driving Darkness (7th Level or Higher): This can only be cast as a ritual but allows the player to cast locate person, when you do so you can ignore the requirement of having seen the person if you replace the components with something the person owned or from that person like a lock of hair.

Shadow Lunge

At 9th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. You may choose to reroll one of the dice once from the Attack roll when you gain advantage in this way, this effect cannot but used with Elven Accuracy.

Comforting Shadows

At 13th level you were not born in or from the darkness but it has taken to you as one of its own. Doing its best to hide your presence when you wish it, muffling your noise and preventing you from leaving tracks.

While you are in shadows or darkness creatures must succeed on a Wisdom saving throw of DC18. On a success nothing happens, but the target will automatically succeed the throw for the next 24 hours. On a failure the creature is unable to perceive anything within the shadows regardless of stealth scores. When initiative is rolled the effect is negated.

The player can spend a Grey point to expand this to an aura of 10 ft around the player and requires the player's concentration

Unknown

At 17th Level

  • idea 1 is complete Magic Resistance
  • idea 2 is more instruments
  • idea 3 is a damage increase
 

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