Some souls are meant for great things—chosen by the gods, imbued by fate, placed upon the pyre of destiny by right of birth—but they reject the grand role they were intended to play, yearning instead to be unseen. Others are the inverse— shunned by the cosmos and pushed toward anonymity on a metaphysical level. Regardless, such folk find themselves capable of exuding a strange force that resists prying eyes and physical forces alike.
When you choose this archetype at 3rd level, you gain proficiency with Stealth, and you gain an expertise die on Stealth checks and checks made using a disguise kit. For you, expertise dice in Stealth and the disguise kit can be upgraded from d8 to d10, exceeding the usual limit on expertise dice.
Also at 3rd level, you learn how to take your yearning to be unseen and make it reality. So long as you are hidden and cannot be seen by other creatures, you can use your Cunning Action to project a peculiar force from your body and become invisible for 1 minute. Your invisibility ends early if you cast a spell or make an attack. This ability requires concentration like a spell. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use this feature again until you finish a short or long rest.
Also at 3rd level, you learn to use this new force in other useful ways. You learn the floating disc spell and can cast a number of times equal to your Intelligence modifier (minimum 1), regaining all expended uses after a long rest.
At 9th level, you become better at turning invisible. You can spend 3 exertion when you use Vanish to increase its effectiveness. Each time you use Vanish in this way, choose one of the following.
Additionally, it becomes difficult for others to remember you. A creature attempting to identify you either in or out of disguise must first make a Wisdom saving throw. The DC is equal to 10 + your Charisma bonus + your proficiency bonus. On a failure, it is unable to recall an accurate physical description of you, including your face, voice, physique or the like. It still remembers any actions you took in its presence, as well as the broad idea of equipment you were wearing (such that you had a short sword, but not specifically a short sword with a crystal pommel and red scabbard) or conversation you had with it. Creatures that have seen you daily for at least 1 week in the past year automatically succeed on this save. This effect also includes creatures that see you through scrying sensors.
Beginning at 13th level, you can project your power even further. You can use an action to innately cast wall of force without the need for any components. Unlike normal, your wall of force can be destroyed by taking 25 points of bludgeoning damage or force damage fromm a single attack or effect (though it has resistance to bludgeoning damage). Once you have used this feature, you must finish a short or long rest before you can use it again. You gain an additional use of this feature when you reach 16th and 19th level in this class.
Also at 13th level, you can always choose to make a Stealth check when performing the Cover Tracks journey activity and can perform it alongside another activity without suffering a penalty for multitasking. Additionally, creatures must have seen you daily for at least a month in the past year in order to successfully remember you. Creatures that attempt to scry on you must have a possession, garment, or piece of your body to increase the DC modifier of the spell, and you gain an expertise die on all saving throws against such scrying spells.
At 17th level in this class, attempts made to gather information on you, track you, or recall your physical description or any conversation you had, are made at disadvantage. You also make saving throws against scrying magics with advantage and can cast nondetection an additional number of times equal to your Charisma modifier (minimum 1).
At 17th level, you learn how to be absolutely lethal with your peculiar talent. You can use an action and spend 5 exertion to create a forcefield inside around a creature you can see within 30 feet and immediately contract it. The creature makes a Constitution saving throw against your Maneuver DC, taking 10d10 force damage on a failed save, or half damage on a success. A creature reduced to 0 hit points by this damage is crushed beyond use of animate dead, create undead, raise dead, revivify or similar magic that require the body to be largely intact, as well as speak with dead, but not beyond the powers of reincarnate, resurrection or other spells that require only a portion of a corpse or none at all. Once you have used this feature, you must finish