Base Class: Rogue
You've dedicated your life to the arts of deception, illusion, and stealth. Somewhere along that path you have gained the ability to be one with the very shadows. Perhaps you encountered something from the Shadowfell that taught you these things, or learned them from the stuff of the shadows, themselves. All whispers have been touched by shadow, performed a ritual to bind shadow to themselves, or drawn in energy from the Shadowfell to enhance their stealthiness and become supreme thieves, assassins or spies.
Dark Trickery
Starting at 3rd level, you gain darkvision to 60 feet if you do not have it, or an increase of 30 feet. You can also use the minor illusion and douse light cantrips.
Fade Away
When you take this archetype at 3rd level, you become able to take the Hide action while you're in dim light or darkness, even if you're being observed. You have advantage on the Dexterity (Stealth) check to become hidden. After using this feature, you must complete a short or long rest before using it again. You gain an additional use of this ability at 7th and 15th level.
Shadow Road
Starting at 9th level, you can step from one area of dim light or darkness directly into another that is no more than 60 feet away. Doing so uses an action. You must be able to see the destination or be familiar with its location. If you weren't already hidden, you can make a Dexterity (Stealth) check to hide as part of the action. After using this ability, you can't use it again until you finish a short or long rest.
Become Shadow
At 13th level, you learn to harness Shadowfell energy to vanish. While you're in dim light and darkness, you can use an action to become invisible. You remain invisible for 1 hour or until you attack or cast a spell. If you enter an area illuminated with bright light, you must make a successful DC 15 Dexterity (Stealth) check to remain invisible. After using this ability, you can't use it again until you complete a short or long rest.
Misdirection
Starting at 17th level, you learn the displacer beast's trick of making itself appear in a slightly different location. Attacks made against you have disadvantage. If an attack hits you, this ability is disrupted until the start of your next turn. This ability also doesn't protect you while you're unconscious or incapacitated.
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