Rogue
Base Class: Rogue

Rogues who adopt the Shadowmind archetype possess an innate connection to the mysterious forces of shadow and illusion. Whether they honed these talents through rigorous training, arcane experimentation, or a fateful bond with a shadowy entity, Shadowmind Operatives become masters of evasion and control. Their movements blur the lines between the physical and the ethereal, allowing them to weave through darkness and strike with calculated precision.

As a Shadowmind Operative, you do not simply hide in the shadows; you command them. You obscure your enemies' vision, disrupt their focus, and vanish without a trace to reappear where they least expect. This archetype blends the rogue’s natural cunning and stealth with supernatural powers, granting abilities to teleport, manipulate vision, and sow confusion in the minds of others. On the battlefield, you are an enigmatic presence, striking terror into your foes as you seem to appear and disappear at will.

This subclass is ideal for players who want to play a manipulative and tactical rogue, one who thrives in darkness and uses their surroundings to control combat encounters. As you gain levels, you will enhance your ability to evade danger, disorient your enemies, and bend the battlefield to your advantage, becoming a true master of shadowy subterfuge.

Veil Step

At 3rd level, you gain the ability to momentarily dissolve into shadow and reappear elsewhere, you also gain the ability of blindsight. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see, provided both the space you leave and the space you teleport to are in dim light or darkness. Upon teleporting, you gain advantage on your next Dexterity (Stealth) check before the end of your turn. You can use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Cloak of Obscurity

Also at 3rd level, you learn to shroud an area in unnatural darkness. As an action, you can create a 10-foot-radius sphere of magical darkness centered on a point within 60 feet. The darkness lasts for 1 minute or until you dismiss it (no action required). Creatures with darkvision can't see through this darkness, and nonmagical light can't illuminate it. You can use this feature once per long or short rest. Starting at 9th level, you can use it twice per rest.

Mind Veil

  • At 9th level, your connection to shadows deepens, shielding you from harm and enhancing your ability to communicate stealthily. While you are in dim light or darkness, attack rolls against you have disadvantage. Additionally, you can telepathically communicate with any creature you can see within 30 feet, provided both you and the target are in dim light or darkness. This telepathy doesn’t require a shared language, though the creature must understand at least one language.

Fractured Perception

Starting at 13th level, you can momentarily distort a creature’s perception of reality. When a creature targets you with an attack, you can use your reaction to force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the attacker must choose a new target within range (other than itself) or lose the attack entirely. You can use this feature once per short or long rest.

Shadow Sovereign

 

  • At 17th level, you transcend the boundaries of light and shadow, fully embracing your dominion over the darkness:

    Shadowstride:
    You can now use your Veil Step feature an unlimited number of times while in darkness.

    Dread Ambush: When you attack a creature while you are in  darkness and that creature cannot see you, your weapon attacks deal an additional 3d6 psychic damage and they need to success in a wisdom saving throw (DC = 8 + your proficiency bonus + your dexterity modifier) or be frightened of the shadows around them. You can use this feature a number of times equal to your proficiency bonus plus your dexterity modifier, regaining all uses when you finish a long rest.

 

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