Rogue
Base Class: Rogue

"Bring me vengeance, oh gods, and make my enemies pay in blood."

You're a vigilante, taking up the cause of those who can't find justice. You offer no mercy or quarter, only the whispered name of the wronged party and the silent slash of your blade.

The Whisperknife, or the shadow control master as some call it, is a force to reckon with, darting through the field and looking to exploit the weaknesses of the enemy, this type of rogue doesn't only rely on his attack power, but goes further than that, using all types of back alley tactics and the shadows he manipulates he pushes the enemy into a corner, making sure his team is always safe and can exploit the opportunities that he opens up for them, making him a great tactical asset for the battlefield, infiltration and overall making the enemy fear the adventuring group.

IMPORTANT NOTES:

- This is a Wisdom based subclass, meaning that any of its features that require a save, The calculation for the DC is 8 + Prof modifier + Wisdom modifier (min of 1)

Shadow bomb

3rd level feature

You learn to use the shadows as if they were tangible, with this you can use it as a bomb to distract your enemy, and let you and your allies have the edge on battle.

You choose one of the 2 options "Dazing shadow bomb" or "Encompassing shadow bomb"

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The DC calculation for this feature goes as following: 8 + prof modifier + Wisdom modifier (min of 1)

Dazing shadow bomb

  1. 3rd level feature.

    The shadows daze and open your enemies to attacks from you and your allies.

    As a bonus action, you throw this shadow bomb up to a range of 30ft, Every enemy caught in it in a 15ft diameter sphere must make a dexterity saving throw, if they fail the shadows cling onto them and you and your allies get advantage in all attacks for a full round of combat until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Encompassing shadow bomb

3rd level feature

When your allies are in danger you protect them with the aid of the shadows.

As a reaction you can throw this shadow bomb at an enemy that declares an attack at an ally up to a range of 30ft, The enemy must make a wisdom saving throw, if it fails, it has disadvantage on said attack for the rest of the turn and giving your ally concealment (dis on perception checks to see them if they decide to hide) You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Shadowy disappearance

9th level feature

 The shadows assist you further allowing you to travel through them.

As a Bonus action, while in Dim light or Darkness (even magical darkness) you can teleport up to 60ft or switch places with an ally in that same range (the ally must be in the same plane of existence and willing, if not willing this teleport fails and doesn't expend an use of it), once you do so, roll for stealth as the shadows conceal you (and your ally if they decide to do so as well, otherwise they are not concealed) Your ally is able to see through it as to not blind them as well.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The darkness created by this feature only lasts until the start of your next turn, AND its considered magical so features like Devil sight, True sight and Blindsight can see through it.

Wicked Reminder

13th level feature

As an action, you lash out at your enemy stripping them of their defense, To which you expose them and make them easier to hit, altho this feature does not deal any damage.

You roll to hit, to which if you succeed in hitting the enemy then for a full minute you strip the defenses of an enemy, lowering their Armor Class by 3, the range of this feature is based on the range of the weapon.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Shadow of Demise

17th level feature

When you attack and hit an enemy, you may choose to mark that enemy for certain doom.

Once marked with Shadow of demise, the enemy at the end of your 3rd turn in combat after Shadow of demise was used on it, suffers Half of the total damage that you have dealt to it and that ends the mark on the enemy (You can have up to 3 enemies marked at the same time).

You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.

NOTES: The damage that this feature deals, just for clarity sake, is the damage that was dealt to the marked enemy, its not shared among the multiple marked ones. This feature can be activated via the Wicked reminder feature.

Previous Versions

Name Date Modified Views Adds Version Actions
12/13/2024 6:14:55 PM
12
4
1.0
Coming Soon
4/25/2025 1:04:43 AM
47
18
2.0
Coming Soon

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