Base Class: Rogue
Shadowhands are rogues who blend the nimble expertise of a thief with the calculated lethality of an assassin. Their mechanical identity revolves around preparation, tactical flexibility, and exploiting opportunities. Through precise strikes, quick hands, specialized tools, and deceptive tactics, they manipulate encounters to gain the upper hand before their enemies can react. Rather than relying on raw damage or brute force, a Shadowhand excels at setting up advantages, striking vulnerable targets, and disappearing before retaliation. A true Shadowhand knows that the best victory is one decided before the enemy realizes a fight has begun.
Shadowhand Training
You gain proficiency with the disguise kit and the poisoner’s kit. If you already have proficiency with either kit, you gain expertise with it instead. You also gain expertise in one Rogue skill of your choice that you are proficient in and that doesn’t already benefit from Expertise.
Quick Hands
Your nimble fingers let you perform delicate tasks with exceptional speed. You can take the Use an Object action as a bonus action. In addition, you can use a bonus action to attempt to pick a pocket, pick a lock, or disarm a simple trap, provided you have the necessary tools or free hands.
Prepared Strike
You excel at studying a target before striking. If you observe a creature for at least 1 minute without being noticed by it, you can prepare yourself to exploit its weaknesses.
The first time you hit that creature with an attack before you finish a long rest, you have advantage on the attack roll. If the attack qualifies for your Sneak Attack, it deals an additional 1d6 damage.
Once you use this feature against a creature, you can't use it against that creature again until you finish a long rest. Your preparation ends early if the creature becomes aware that you intend to harm it.
Shadow's Exit
When you make a ranged weapon attack while hidden, you can use a bonus action immediately after the attack to attempt to Hide again, provided you have an appropriate place to conceal yourself. You must meet the normal requirements for hiding.
Poison Specialist
You have mastered the use and identification of poisons. You can apply poison to a weapon or piece of ammunition as a bonus action rather than an action, provided you have the poison and the required equipment. You can also examine a poison to identify its type and likely effects. The DM determines whether a check is required and which ability and DC are appropriate.
Master of the Shadowhand
Once per turn when you deal Sneak Attack damage to a creature, you can force it to make a Constitution saving throw. The saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.
On a failed save, choose one of the following effects:
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Disorient. The creature can’t take reactions until the start of your next turn.
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Hamstring. The creature’s speed becomes 0 until the start of your next turn.
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Exploit Weakness. The creature takes an extra 3d6 damage of the same type as your weapon’s damage.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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