Rogue
Base Class: Rogue

In the dead of night, the Aragami stalks in the elongated shadows, cast by the full moon, unseen to their foes, as they approach one of their enemies, unseen as then a small snake-like being made of shadows appears, and devours the body and disappears, as they return to the shadows to continue to stalk their foes.
By morning the entire place was empty, and there was no sound, save that of the crow pecking on the remains of the unfortunate guardsmen who were met with a force they couldn't handle.

Aragami Techniques

When you choose this archetype at 3rd level you learn one Aragami Technique, those of which are listed below.

You gain 3 uses of each technique you have prepared, and you gain an additional techniques at levels 9, 13, and 17.

Banmoku

You gain an additional bonus equal to half of your proficiency modifier on both perception and insight checks for the rest of the round, additionally, you know where any enemies are within 20 feet.

Kage

You cast the silence spell centered on yourself, and go invisible for one round.

Kunai

You throw a Kunai made of shadows at an enemy you can see, roll a Ranged attack, this enemy has to be within 30 feet of you, if it hits, the enemy takes 1d8 piercing damage (damage increases to 2d8 at 9th level, 3d8 at 13th, and 4d8 at 17th). Additionally, you can attempt to make the Kunai rendered completely silent, to do this roll an Arcana check against the opponent's perception check, on a success, causing enemies to be unaware of where it came from, on a failure, as normal enemies within 30 feet of the target are alerted to your presence, causing you to lose any advantage on them through being stealthed, and the enemy who you attacked with the Kunai is aware of where you are, allowing them to forego any disadvantage against you till the end of your next turn.

Kurosuna

Shadows erupt around you in a 15 foot cube, any enemies inside must succeed on a Dexterity Saving Throw with a DC equal to your Wisdom Modifier + your Proficiency Bonus + 8 (minimum DC of 10), or be blinded for 2 turns.

Sakkaku

You create a clone of yourself, within 10 feet, as you teleport into the nearest shadow and there must be a shadow nearby for you to be able to use Sakkaku, enemies that see the clone, must succeed on a Wisdom Saving Throw with a DC equal to your Wisdom Modifier + Proficiency Bonus + 8 (minimum DC of 10), or be forced to attack the clone, which has 10 HP, and AC equal to yours, once the clone is killed, any enemies within a 5 foot cube of it, take 1d10 necrotic damage (damage increases to 2d10 at 9th level, and 3d10 at 13th, 4d10 at 17th).

Shinen

You create a trap using shadows, the trap can only be placed within 15 feet of you, the first enemy to step into it, activates the trap, causing it to attempt to pull enemies within a 15-foot cylinder of it into the center, all enemies within a 15 foot cylinder, must succeed on a Constitution Saving Throw, the DC being equal to your Wisdom Modifier + Your Proficiency Bonus + 8 (minimum DC of 10), or be pulled into the trap, taking 1d10 Necrotic Damage (damage increases to 2d10 at 9th level, 3d10 at 13th, 4d10 at 17th), additionally their movement is reduced to 0 feet for its next turn.

Stealth Technique

At 3rd level, when you enter a shadow, or dark area, you go completely invisible to creatures that require darkvision to see you in that darkness.

Shadow Kill

At 3rd level you gain the ability to create a familiar for one attack that deals 1d8 + half your sneak attack damage, and on a critical hit, the target must succeed a Wisdom Saving Throw the DC is equal to your Wisdom Modifier + Proficiency Bonus + 8 (Minimum of 10), or it is banished to a harmless demiplane, for one turn.

You can only use this feature equal to your Wisdom Modifier (minimum of one use), you regain all uses after a long rest.

Additionally, if you kill an enemy using Shadow Kill you gain an additional use of one of your Aragami Techniques.

Shadow Leap

At 9th Level, you gain the ability to teleport into any nearby shadows or dark areas, within 30 feet, as an bonus action, this includes any darkness created by spells (i.e the darkness spell).

You also gain the ability to cast the spell Darkness at will, the amount of times is equal to your Wisdom Modifier.

The amount of uses of Shadow Leap is equal to your Wisdom Modifier + half of your proficiency bonus.

Defensive Technique

At 13th level, you gain the ability to as a reaction,  summon a shadow creation resembling a dragon to absorb some of the incoming damaging, reducing the damage dealt by 3d10 + Wisdom Modifier.

You can only use this feature twice per long rest.

Sealing Technique

At 17th level, you learn how to seal a soul of a creature into you as an action, to do so, they must fail on a DC Saving Throw equal to your Wisdom Modifier + Proficiency Bonus + 8, if they do, all attacks they do, until they succeed the saving throw on subsequent turns, or three of its turns have passed, have disadvantage, additionally you gain advantage on attack rolls against them.

You may use this feature once every long rest.

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