Base Class: Rogue
You are a covert operative, lurking in shadow waiting to strike. You're an expert in thrown weaponry, and have an uncanny back for slipping out of tough situations.
Unarmored Defence
Starting 3rd level when you take this Roguish archetype, you combine your intellect with your ability to dodge making you untouchable on the battle field.
Your unarmored armor class equals 10 + your Dexterity modifier + your Intelligence modifier.
Attack from the Shadows
Starting at 3rd level when you take this roguish archetype, when you use the Hide action on your turn, your next thrown weapon attack critically hits on a 19 or 20.
Spiteful Pitch
Starting at 3rd level when you take this roguish archetype, you gain knowledge of how to attack more effectively with thrown weapons. Your Spiteful Pitch difficulty class = (8 + your Intelligence modifier + your proficiency bonus). You can use these Spiteful Pitches a number of times equal to your Dexterity modifier. You gain these spiteful throws:
- Ricochet shot. When the weapon you throw strikes a target, it deals normal damage to the initial target, before bouncing off toward another creature within 15 feet. Roll another attack roll against this creature and if it hits they take damage equal to your Dexterity modifier, plus half your sneak attack, only if the initial target took sneak attack damage.
- Tendon shot. You target the creature's limbs. If your attack hits, the target must succeed a Constitution saving throw or suffer disadvantage on the next weapon attack they make or halve their movement speed.
- Shadow Shot. While hidden, when you make an attack as normal, if the attack hits, your target's eyes are wreathed in shadows temporarily blinding them. If you then use all of your movement speed, to relocate to a new hiding spot, you retain the hidden condition.
Unarmored movement
Your move speed increases by 10ft while not wearing armor.
Shadow Jutsu
You gain mastery of shadow magic. As an action you can cast silence, pass without trace, and Shadow clone jutsu, up to Intelligence modifier times per long rest. You can only concentrate on one spell at a time.
Improved Shadow Arts
Starting at 13th level you critically hit with an 18, 19, or 20, when attacking from hidden.
Additionally you gain these new Shadow Jutsu with a Difficulty class equal to (8 + your intelligence modifier + your proficiency bonus) you can use the up to three times per long rest.
- Shadow Bomb. As an action you throw a charge of powder and shadow either between you and your target or at your feet. The shadows and powder cause a 10ft radius area between you and the target to become heavily obscured, however you can see you target through these shadows. Or you can throw it at your feet causing shadow and powder to obscured your presence, but also cast Gaseous Form on yourself.
- Gunpowder Charge. As a bonus action our attach a gunpowder charge to your thrown weapon. The next time you hit with your thrown weapon you deal an extra 4d4 fire damage to the target and they must succeed Constitution saving throw or be blinded until the start of your next turn.
- Toxin Charge. As a bonus action douse your thrown weapon in toxins. When you hit you target with your doused weapon the target must succeed a Constitution saving throw or suffer 3d12 poison damage or half on a successful save. These toxins can be discussed with your DM you may choose to seek out more potent toxins or toxins with special effects.
Get the drop on them...
You add your Intelligence modifier to initiative.
Gaping wounds
When you critically hit a creature they suffer half the critical hit's damage again at the end of their next turn.
Comments