Roguish Archetype

At 3rd level, a rogue gains the Roguish Archetype

feature. Here is a revised version of a playtest option for that feature:

The Revived

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. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact

that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death’s representatives among the living

The Revived Features

Rogue Level Feature 3rd Tokens of Past Lives, Revived Nature,

Stealing Some Time 9th Connect with the Dead 13th Ethereal Jaunt 17th Audience with Death, Frequent Guest of the Gates

Tokens of Past Lives

At 3rd level, You remember 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.

Revived Nature

At 3rd level, 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.

Stealing Some Time

At 3rd level, You have learned to unleash tethers of necrotic energy from within your revived body to "borrow" another creature's life-force. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you that does not have cover, provided you haven’t used your Sneak Attack this turn. You are proficient with it, and you add your Constitution modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack, and you gain Temporary Hitpoints equal to half the damage you dealt. This uses your Sneak Attack for the turn. You can use this a number of times equal to your Consitiution Modifier each Day (Minimum of 1)

Connect with the Dead

At 9th level, 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. For this spell, you have a casting time of 1 minute and use Constitution as your spellcasting ability. 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 long rest.

Revived Capabilities

d100 Capabilities 0-40 You learn how to speak, read, and write one language of your choice 41-80 You gain one skill or tool proficiency of your choice. 81- 98 You gain proficiency with one saving throw of your choice 99 You gain the ability to cast a random 1st, 2nd, or 3rd level spell from the spell list 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.

Ethereal Jaunt

At 13th level, You have learned the ability to step into and out of the Ethereal Plane, traversing it like a ghost. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you by stepping into a door to the Ethereal Plane. Stepping into this door provokes opportunity attacks. 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 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.

Audience with Death

At 17th level, When at death’s door, you can converse with the powers of death. You have advantage on death saving throws, and after you fail or succeed a death saving throw, your spirit can ask an entity of death a question that can be answered with “yes,” “no,” or “unknown.” The entity answers truthfully, using the knowledge of all those who have died.