Rogue
Base Class: Rogue

Rogue Subclass: Shadow Rogue

Shadow Rogue Features

3rd Level: Shadow Arts

You have learned to harness the power of shadows to enhance your stealth and deceit. At 3rd level, you gain the following features:

  • Shadow Stealth: When you are in dim light or darkness, you can use a bonus action to become invisible until the start of your next turn, or until you make an attack or cast a spell. This invisibility is different from the spell "Invisibility" and does not end if you make noise or perform an action.

  • Shadow Blending: You can use a bonus action to blend into shadows, giving you advantage on Dexterity (Stealth) checks while in dim light or darkness.

3rd Level: Shadow Strike

Your attacks become more effective when you strike from the shadows. At 3rd level, you gain the following benefit:

  • Shadow Strike: When you make a successful sneak attack against a creature while you are in dim light or darkness, you can choose to deal an additional 1d6 psychic damage. The extra damage increases to 2d6 at 9th level and 3d6 at 17th level. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is also frightened until the end of its next turn.

9th Level: Shadow Step

You have learned to traverse shadows with ease. At 9th level, you gain the following feature:

  • Shadow Step: As a bonus action, you can teleport up to 30 feet to an unoccupied space that is in dim light or darkness. You must be able to see the destination or have a clear mental image of it. After using this feature, you can make a single melee attack or use your Cunning Action.

13th Level: Shadow Manipulation

You have developed the ability to control and create shadows. At 13th level, you gain the following feature:

  • Shadow Manipulation: You can cast the spell Darkness without expending a spell slot. You can use this feature once per long rest. When you cast Darkness using this feature, you can see through the darkness as if it were dim light. Additionally, creatures that start their turn in the area of darkness created by this spell must make a Dexterity saving throw against your spell save DC or be blinded until the end of their next turn.

17th Level: Master of Shadows

Your control over shadows reaches its peak. At 17th level, you gain the following features:

  • Shadow Form: As an action, you can transform into a shadowy form for up to 1 minute. In this form, you gain resistance to all damage except psychic damage, and you can move through objects and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you are forced out into the nearest unoccupied space. Once you use this feature, you must finish a long rest before you can use it again.

  • Ethereal Strike: When you make a sneak attack, you can choose to make the attack ethereal. The target must succeed on a Constitution saving throw against your spell save DC or become incorporeal until the end of its next turn. While incorporeal, the creature can't interact with objects or creatures and is immune to all non-magical damage. The creature can repeat the saving throw at the end of each of its turns.


Summary

  • Shadow Arts: Enhances stealth and invisibility in darkness.
  • Shadow Strike: Adds psychic damage and fear effects to sneak attacks in darkness.
  • Shadow Step: Allows for short-range teleportation in darkness.
  • Shadow Manipulation: Grants the ability to cast Darkness and blind enemies within it.
  • Master of Shadows: Provides resistance to damage and the ability to become ethereal or make enemies incorporeal.

3rd Level: Shadow Arts

 

  • Shadow Stealth: When you are in dim light or darkness, you can use a bonus action to become invisible until the start of your next turn, or until you make an attack or cast a spell. This invisibility is different from the spell "Invisibility" and does not end if you make noise or perform an action.

  • Shadow Blending: You can use a bonus action to blend into shadows, giving you advantage on Dexterity (Stealth) checks while in dim light or darkness.

 

3rd Level: Shadow Strike

Shadow Strike: When you make a successful sneak attack against a creature while you are in dim light or darkness, you can choose to deal an additional 1d6 psychic damage. The extra damage increases to 2d6 at 9th level and 3d6 at 17th level. The creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is also frightened until the end of its next turn.

9th Level: Shadow Step

Shadow Step: As a bonus action, you can teleport up to 30 feet to an unoccupied space that is in dim light or darkness. You must be able to see the destination or have a clear mental image of it. After using this feature, you can make a single melee attack or use your Cunning Action.

13th Level: Shadow Manipulation

Shadow Manipulation: You can cast the spell Darkness without expending a spell slot. You can use this feature once per long rest. When you cast Darkness using this feature, you can see through the darkness as if it were dim light. Additionally, creatures that start their turn in the area of darkness created by this spell must make a Dexterity saving throw against your spell save DC or be blinded until the end of their next turn.

17th Level: Master of Shadows

 

  • Shadow Form: As an action, you can transform into a shadowy form for up to 1 minute. In this form, you gain resistance to all damage except psychic damage, and you can move through objects and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you are forced out into the nearest unoccupied space. Once you use this feature, you must finish a long rest before you can use it again.

  • Ethereal Strike: When you make a sneak attack, you can choose to make the attack ethereal. The target must succeed on a Constitution saving throw against your spell save DC or become incorporeal until the end of its next turn. While incorporeal, the creature can't interact with objects or creatures and is immune to all non-magical damage. The creature can repeat the saving throw at the end of each of its turns.

 

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