Base Class: Rogue
Umbral Hunters are a uncommon group of people that share one thing in common, a painful or horrifying past. They gain skills out of necessity to survive against whatever caused their pain. They frequently use weapons and learn skills to help them defeat that evil. They commonly use knives, traps, and any other method they can find. However, as they progress on their quest, there seems to only one way to defeat the darkness of their past: with darkness of their own.
Hunter Training
Starting at 3rd level, as a result of their training, Umbral Hunters learn how to Vault and place Caltrops on the field.
Vault. Using a reaction, whenever an enemy you can see fails an attack against you, you can vault 15 ft in any direction except up. This movement doesn't provoke an opportunity attack.
Caltrops. Using a bonus action, you can place 1d4 caltrops on floor within 10 of you. If anything steps over them, they will take 1d4 for every caltrop on the space. A maximum of 5 caltrops can be on a space at any given time. In order to place caltrops, you must have the required amount of caltrops in your inventory. If you roll a 4 on the 1d4 and you have less than the amount rolled, you will simply use all the ones in your inventory.
Knife Mastery
Starting at 9th level, Umbral Hunters have mastered the use of knives, gaining a new passive and active ability.
Small Arms Expertise. Whenever you land a weapon attack using a light sharp weapon, such as a dagger or shortsword, roll an additional 1d6. According to what you roll on the d10, an additional effect will be applied to the attack. This effect can only happen once per target per turn. For the effects of the d6, refer to the list below.
- When rolling a 1, you manage to cut yourself somehow, taking 1d4 damage and have 1 bleed stack applied to yourself. This doesn't cancel your initial attack.
- When rolling a 2, you land a normal hit, applying 1 bleed stack.
- When rolling a 3, you land a great hit, applying 2 bleed stacks.
- When rolling a 4, you land an exceptional hit, applying 3 bleed stacks.
- When rolling a 5, you almost land a perfect hit, applying 4 bleed stacks.
- When rolling a 6, you land a perfect slash on the target, dealing a critical hit and applying 5 bleed stacks.
Bleed. For every stack of bleed a living target has applied to them, they take 1d6 damage at the beginning of their turn. This effect does not trigger against targets without blood, such as skeletons or golems, but do apply to certain undead, such as zombies and vampires that do have blood.
Fan of Knives. Using the knives they keep on their sash, you unleash 20 knives in all horizontal directions around you. Whenever an enemy is hit by a knife from Fan of Knives, it triggers the Small Arms Expertise passive for every dagger thrown.
Marked For Death
Starting at 13th level, you can choose one target within 60 ft you can see and apply Marked For Death to that target for a bonus action. If the target has immunity to necrotic, it becomes a resistance. If the target has resistance to necrotic, it becomes neutral. If the target has no resistance to necrotic, it become vulnerable to necrotic. Marked For Death lasts for 1 turn and then disappears. Whenever you land a weapon attack against a target that is Marked For Death, they take (1d6 + charisma modifier) necrotic damage. This can be activated once per turn, but at later levels, can be used multiple times. Starting at level 16, you can activate the Marked For Death's additional hit twice per turn and Marked For Death now lasts 2 turns. Starting at level 19, you can activate Marked For Death's additional hit three times per turn and can now apply Marked For Death to two targets.
Shadow Power
Starting at level 17, you unlock your own shadow abilities. Using an Action or Bonus Action, you can activate Shadow Power, lasting for 3 turns. For as long as you have Shadow Power active, you have a dark aura protruding from behind you. While active, you choose which one of the powers you want to be active this turn. These effects are reset the following turn, and you cannot use the same effect consecutively.
Night Bane: While within 20 ft of you, all movement speed but yours is reduced by 75%.
Blood Moon: Regain 30% of damage dealt as HP.
Gloom: Gain resistance to all damage types that cannot be bypassed.
Shadow Glide: Gain an additional 30 ft of movement.
This power can only be accessed once per long rest.
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