You've had a soul-shaking realization: you've been dead before, yet somehow you are alive again. This life isn't your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn't done with you. As far as you can remember, and it is not that much,
Hela, the Spirit Queen, recruited you for her war, and you have been her agent since then... and you didn't say no, her offer couldn't be rejected: your soul's redemption.
Since then, you've been working ways of unmaking your original fate. Finding ways of undoing the wrongs that were sending you to the Abyss without adding new ones... but it has been hard, as hard as the world you live in, and it seems that it will take you countless lives to regain your way back to Heaven. In the meantime, Hela seems satisfied with your work... you think.
You also know about that... that other Hela, the one that whispers you at night and tells you about the power and glory you could get if you just... if you just... you don't want to think about it. But it is hard to ignore.
Note: Your Spell DC for your magic effects is: 8 + Proficiency bonus + Intelligence Modifier
TOKENS OF PAST LIVES
3rd-level Hela's Hand feature
You remember the talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest.
REVIVIFIED NATURE
3rd-level Hela's Hand feature
Your newfound connection to death gives you the following benefits:
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- You don't need to eat, drink, or breathe.
- You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal.
BOLTS FROM THE GRAVE
3rd-level Hela's Hand feature
You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This feature uses your Sneak Attack for the turn.
Undead creatures take double damage.
Spirits, ghosts, and any other form of the semi-materialized soul take no damage, but they need to make a Willpower saving throw against your Spell DC or become charmed.
CONNECT WITH THE DEAD
9th-level Hela's Hand feature
You can create a link with a spirit through their corpse. When you do so, you cast the
speak with dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell.
Speaking with the dead in this way temporarily gives you a capability from a past life—you're unsure whether it's from your past or the spirit's. When the spell ends, you gain one random benefit from the Revived Capabilities table. The benefit lasts until you finish a short or long rest.
Revived Capabilities
Roll 1d3 Capability
- 1 You learn how to speak, read, and write one language of your choice.
- 2 You gain one skill or tool proficiency of your choice.
- 3 You gain proficiency with one saving throw of your choice.
After you cast the spell with this feature, you can't do so again until you finish a short or long rest.
AUDIENCE WITH HELA
13th-level Hela's Hand feature
When at death's door, you can reach out to Hela for advice. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask her a question that can be answered with "yes," "no," or "unknown." but that she'll respond as she sees fit.
Also, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw.
ETHEREAL JAUNT
17th-level Hela's Hand feature
Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action if you attempt to teleport through a magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted.
RUNEKNIFE
A Runeknife channels rune magic into tangible blades of arcane energy, striking at their victims' souls. They find easy employment as members of thieves' guilds, being particularly sought after as assassins since their blades leave behind no easily discernible wounds. Sometimes they are the executing invisible hand of cults, often the agents of secret societies and occasionally savvy assassins for magic users.
As a Runeknife, your magic abilities might have come from being a failed apprentice for a Runewalker or a Priest of Maera, or the result of the experiments of an evil wizard. It could also be a strange and rare gift of Maera herself, that for some unknown reason, has chosen you as her pawn in the destiny of Rassilon.
RUNIC BLADE
3rd-level Runeknife feature
As a bonus action, you can create a magical blade of shimmering runic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated. The only trace they left behind is a tattoo of a rune somewhere in your arms.
The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.
RUNIC ENHANCEMENT
3rd-level Runeknife feature
You can focus your runic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest:
Telepathy. You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.
Toughness. Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.
Walking Speed. Increase your walking speed by 5 feet.
TERRIFYING BLADE
9th-level Runeknife feature
Your runic blades can now stoke terror within a target: When you damage a creature with your Runic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours.
PSYCHIC VEIL
13th-level Runeknife feature
You can weave a veil of arcane static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
REND MIND
17th-level Soulknife feature
You can sweep your Runic Blade directly through a creature's soul. As an action while you have at least one Runic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Runic Blades vanishes after using this feature.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
UNSHAPED
Lies and cruelty. For some rogues, the innate potential to deeply harm others, in the flesh and the soul, becomes a path to follow. By discovering and channeling such power through acts and words, you learn how to twist your appearance, and your trickery becomes a deadly weapon.
WAY OF THE TRICKSTER
At 3rd level, you learn the Minor Illusion cantrip. You learn to twist minds and bodies on a whim. You gain access to a pool of spells and spell slots, according to the following table. You regain all the expended spell slots after you finish a short or long rest. Your Spell Save DC for Way of the Trickster is 8 + proficiency bonus + Charisma modifier Starting at 3rd level; you can cast Disguise Self and Charm Person with your Way of the trickster.
VICIOUS WOUNDS
Starting at 3rd level, after hitting with a sneak attack, you can twist the weapon (or projectile) deep inside the body of the target. The target has his movement speed halved and disadvantage on opportunity attacks until it uses an action to remove the weapon or projectile.
Also, any creature that successfully makes a saving throw against one of your Way of the Trickster spells takes psychic damage. Roll a number of d4 equal to your Sneak Attack Dice.
Once a creature suffered a Vicious Wound (from attack or spell), it is immune to these effects for 1 hour.
SMOKE AND MIRRORS
Starting at 6th level, your lies and deceits are incredibly durable. Anytime you succeed a Deception check, or someone fails to see through one of your disguises, that target is thoroughly convinced that he perceives the truth. No amount of proof presented by anyone other than you can convince the target. This effect lasts for an hour.
IMPROVED WAY OF THE TRICKSTER
At 9th level, you add Alter Self, Enhance ability, and Mirror Image to your spell selection for Way of the Trickster.
SUPERIOR WAY OF THE TRICKSTER
At 13th level, you add Major Image and Phantom Steed to your spell selection for Way of the Trickster.
MIRROR RIPOSTE
Starting at 17th level, your deceiving nature lets you turn the tide of a battle. As a Reaction, when you or another creature within 30 ft. is hit by an attack, you can magically swap positions with another creature within 30 ft. of you. If one or both creatures are unwilling to trade places, they may attempt a Charisma Saving Throw.
If he succeeds, this ability fails. If the swap takes place, the creature now in place takes the result of the attack. He is still entitled to any saving throw required by the attack.
Once you use this feature, it can't be used until the next short or long rest.
MASTERY OF THE TRICKSTER
At 17th level, you add Confusion and Greater Invisibility to your spell selection for Way of the Trickster.
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