Base Class: Rogue
Blending preternatural dark magic with peerless marksmanship, they transcend mundane limitations of range, visibility, and positioning. In darkness, they are nearly omnipotent: warping between shadows, loosing arrows or bolts that ignore range and cover, and conjuring shields of black voidstuff to thwart counterattacks. They are the ultimate snipers, feared by warriors and spellcasters alike.
Midnight Arsenal
You are adept in the silent kill from a distance. You gain proficiency with the longbow, the heavy crossbow, and the hand crossbow if you don’t already have them. When you use your Sneak Attack with a ranged weapon that you’re proficient with, you can ignore the loading property, and you no longer need the weapon to have the Finesse property to apply your Sneak Attack. Additionally, when you gain this feature, you can also choose one of the following weapon benefits:
- Swift Quiver: Drawing or stowing a thrown weapon or pulling out ammunition for a bow or crossbow costs you no additional action.
- Steady Aim: When you use your Cunning Action to Dash, you can steady yourself as part of the same bonus action, granting you advantage on the next ranged attack you make this turn if you haven’t moved more than half your speed.
Shadow Step
As a bonus action, you can use your Cunning Action to teleport up to half your movement speed to an unoccupied space you can see that is in dim light or darkness. If you make a ranged weapon attack before the end of your turn from your new position, and your target did not see you teleport, you have advantage on that attack roll. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a short or long rest. At 13th level, you can teleport up to your full movement speed in any direction when you use this ability.
Umbral Shield
At 9th level, when you are targeted by an attack that you can see, you can use your reaction to conjure a shield of swirling shadows. This grants you a +5 bonus to AC against that attack, and if the attack still hits, reduce the damage by your Rogue level, and the shield is dispelled. If the attack misses, the shield lingers until the start of your next turn.
Piercing Gloom
When you make a ranged weapon attack while you are in dim light or darkness, that attack ignores all cover (including total cover as long as you are aware of the target’s location), and deals critical damage on a roll of 19 or 20. If an effect would grant you advantage on the attack, your critical range expands to 18-20 instead.
Eclipse Marksman
Starting at 13th level, you can sense creatures moving in darkness out to a range of 200 feet, even if you cannot see them normally. As long as they are in dim light or darkness, you know their exact location, even through walls or barriers, as if you had truesight.
When you hit a creature with a ranged weapon attack while both you and the target are in dim light or darkness, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature takes additional necrotic damage equal to twice your Rogue level, is blinded, and cannot take reactions until the start of its next turn. On a success, it still takes half the additional damage, is not blinded, and does not lose reactions.
Vantage of the Void
Starting at 17th level, when you use Umbral Shield and the attack misses, you can choose to immediately teleport anywhere within 60 feet you can see that is in dim light or darkness and make one ranged weapon attack as part of the same reaction. This attack has automatic advantage and, if it hits, automatically scores a critical hit.
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