Base Class: Rogue
The Penumbral Rogue is a subclass aimed at high utility and mobility. Many of the abilities boast high damage, but limited in value due to the presence of Phase Die to ensure balancing. This is an experimental class but should be one that has interesting utility in early ad later game campaigns.
Child of the Shadows
- Phase-Step (Level 3): When shadows are present you are able to teleport between shadows. Once per turn as a bonus action, if you are within 5 ft. of a shadow (not dim light, must be a full shadow), you can step into it to teleport to another shadow that you can see (no distance limit). You must succeed on a Dex check (DC = highest passive perception of enemies, minimum of 11). If no enemies are present, the DC is set at 11. Performing this action will expend one Phase Token upon a successful phase and none on an unsuccessful phase. Upon an unsuccessful phase, you are unable to phase for 5 minutes.
- Darkfall (Level 3): Imbued with darkness, you can force others to survive the dark as you have. You can expend a Phase Token to extinguish all (non-radiant) light sources within 100 ft. of you upon a successful Dex check (DC = number of enemy creatures within the 100 ft. range). This lasts for 5 minutes and increases 5 minutes for every Phase Token expended during the duration. You are granted Darkvision upon a successful check – until the darkness recedes – and if you already have Darkvision, it is improved up to 100 ft. When inside the darkness, your walking, flying, and swimming speed are increased by 10 ft. If you move outside of the 100 ft. range the shadows dissipate. You can use this ability once per short rest.
Voices of the Shadows
- Shadow Strike (Level 9): You can now attack from the shadows. Upon a successful phase, you can attack an enemy within 5 ft. This attack cannot use a sneak attack. using this ability, you can deal 1d6 force damage, and expend an additional Phase Token to deal an additional 1d8 force damage (can expend the number of Phase Token equal to your dexterity modifier). You can use this 3 times per long rest.
- Knowledge of the Shadows (Level 9, 2 options): The shadows give you unique insight into those around you, friend or foe. When a creature stands in a shadow you can expend a Phase Token to perform one of the following:
- Improved Phase-Step: As you become one with the dark it grants you improvements on your current abilities. When attempting to utilize your Phase Step in combat or in the presence of enemies, you can choose to not utilize a Phase Token upon a successful phase, however the DC for the Phase increases to (DC = highest passive perception of enemies + 2, minimum of 13). When not in combat you can phase without expending a Phase Token, with a Dex check (DC = 5) up to a range of 100 feet.
- Shadow Mimicry: The shadows imbue you with the power of thievery when you defeat an opponent. Upon defeating a creature, you can expend one Phase Token to gain the following:
- Any languages the creature speaks; ability to speak, read, and write
- Any damage resistances and weaknesses of the creature
- When you attack your attacks are imbued with the same damage type (non-physical) as your defeated opponent. You can add an additional 2d6 damage upon a hit to any attacks you make. If your deceased creature does not have a non-physical damage type, then the additional damage is force damage.
- These improvements last until you expend or regain a Phase Token. You can only use this feature once per long rest.
Shadow Mimicry
- The shadows imbue you with the power of thievery when you defeat an opponent. Upon defeating a creature, you can expend one Phase Token to gain the following:
- Any languages the creature speaks; ability to speak, read, and write
- Any damage resistances and weaknesses of the creature
- When you attack your attacks are imbued with the same damage type (non-physical) as your defeated opponent. You can add an additional 2d6 damage upon a hit to any attacks you make. If your deceased creature does not have a non-physical damage type, then the additional damage is force damage.
- These improvements last until you expend or regain a Phase Token. You can only use this feature once per long rest.
Dark Devotion
You gain access to the following spells:
- Misty Step
- Minor Illusion
When you are standing in a shadow your AC increases by +1, and ranged attacks have disadvantages against you. When you are standing in a shadow, you gain an advantage on Perception and Stealth checks, and cannot be detected by magic.
Twilight Survivavlist
- If you take damage greater than or equal to ½ your maximum HP you can do the following;
- You can expend half of your Phase Tokens to gain the following:
- 3d8 temporary HP
- +3 AC
- Phases no longer cost Phase Tokens and have the DC reduced to 5
- You can expend all of your Phase Tokens to gain the following:
- 6d8 temporary HP
- +6 AC
- Phases no longer cost Phase Tokens and DC is reduced to 0
- Movement speed is increased to 50 ft.
- Darkfall is cast instantly
- You can only expend ½ of your Phase Tokens once per short rest, and all of your phase tokens once per long rest. These enhancements remain until you are healed (not by the granted health), or for 2 hours after you were struck.
- If the damage exceeds your maximum HP, you survive on 1 HP.
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