Roguish Archetype - Haunted

New Roguish Archetype

At 3rd level, every rogue distinguishes themselves by selecting an archetype - a specialization that defines their approach to adventuring and grants them powerful and unique traits. You gain these traits at the levels indicated in their description alongside your class traits as a rogue.

Haunted

You develop a unique bond with one of the undead. Rogues who frequent barrows or treasure-rich catacombs sometimes follow this path, whether through necromantic secrets gleaned therein or as the result of certain curses or ghostly encounters. Other rogues come to it through strong connections to helpful ancestors, magical accidents that separate their own ghosts from their souls, or simply by forming a positive bond with one of the departed. In addition to acquiring a clever and useful spirit companion, your magical sympathy to the undead allows you to develop spectral traits of your own.


Never Alone

When you choose this archetype at 3rd level, you you learn the find familiar spell as a ritual, except that it uses no components, the familiar you call is a specter with an appearance you choose and its type is undead, it shares your alignment, and it adds your proficiency modifier to its AC, Stealth checks, any checks it makes with thieves' tools, and one of its mental ability scores (you choose which). It has a number of hitpoints equal to five times your rogue level. In combat, it always takes its turn immediately after yours.

When you use your Cunning Action, your specter familiar can use its reaction to take the Hide action or move up to its speed without provoking attacks of opportunity.

Sightings

Also at 3rd level, you know the thaumaturgy cantrip and can cast it without using any components.

Shadows

At 9th level, you can cast the speak with dead spell at will, without expending a spell slot.

In addition, creatures you choose within 30 feet of your specter familiar have disadvantage on Wisdom (Perception) and Wisdom (Insight) checks.

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ROGUISH ARCHETYPE | HAUNTED

Walking on the Other Side

By 13th level, your connection to your undeath has made you something of a ghost yourself. You can see invisible creatures and into the Ethereal plane within 60 feet of you.

In addition, you can cast the etherealness spell without using a spell slot. The spell ends after one hour, if your spirit drops to 0 hitpoints or is dismissed, or if you end your turn more than five feet away from your spirit. Once you've cast etherealness this way, you can't do so again until you finish a short or long rest.

The Art of Being Haunted

When you reach 17th level, you can finally break the necromantic fetters that anchor your otherworldly familiar to you - your bond transcends the need.

Your familiar becomes a ghost rather than a specter, retaining the specter's speed, AC, and immunity to the unconscious condition, as well as all the benefits of your Never Alone feature. It further adds your proficiency bonus to its saves and to the DC of its abilities, and it can attack.

You can communicate telepathically with your familiar at any distance (and vice versa).

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ROGUISH ARCHETYPE | HAUNTED