Base Class: Rogue
Through extended time spent within dark corners and hidden places where the light doesn't reach, you have discovered the sinister truth of the shadows. Assassins who wish for a more advanced method to utilize their skills will choose to bind with this darkness, learning to manipulate it to aid their cause, and becoming a shadow stalker.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Shadow Step
At 3rd level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Eyes of Darkness
Starting at 3rd level, you can see through shadows as if they aren't even there. You gain darkvision with a range of 120 feet that can see through both magical and non-magical darkness.
Dark Cunning
At 9th level, creatures have disadvantage on Wisdom (perception) checks to see you while you are in dim light or darkness. Additionally your cunning actions gain the following benefits:
- Dash - When you dash, opportunity attacks against you are made with disadvantage.
- Disengage - When you disengage, enemies can still make opportunity attacks against you, but if the attack hits, you receive no damage and the attacker takes 1d6 damage.
- Hide - When you take the hide action, you are considered invisible if you are concealed in an area of dim light or darkness. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Shadow Strike
Starting at 13th level, when you or a target are in dim light or darkness, you have advantage on your first attack roll on your turn, which you can use to trigger your sneak attack. If your strike is successful you can choose one of the following benefits.
- When you hit a target with your Shadow Strike they take an additional 1d6 damage and must make a successful constitution saving throw or be blinded until the start of your next turn.
- When you hit a target with your Shadow Strike you reach out with your shadows, any creatures of your choice that are within 10 feet of the target must make a dexterity saving throw. On a failure the creatures take 3d6 damage or half as much on a success.
Soul of the Shadows
At 17th level, you are a master of concealment and avatar of all dark shadows. You are always under the effects of the Nondetection Spell while you are conscious and can not be scryed upon at night-time or if you are in dim light or darkness, unless you choose to be seen.
Additionally while you are in dim light or darkness, you can choose to apply one of the following benefits until the start of your next turn.
- You are resistant to non-magical bludgeoning, piercing, and slashing damage, but are vulnerable to radiant damage.
- You can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside a creature or object and are shunted 5 feet outwards.
- Once on each of your turns when you use the attack action, you can make two other attacks as part of the same action.
- Enemies have disadvantage on attack roles made against you.
Previous Versions
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2/21/2024 5:31:03 AM
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