Rogue
Base Class: Rogue

Weather you were born in the shadows or adopted it they have become your home, your family, yourself.

Psychic Blades

At 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.

When you hit a creature with sneak attack, you deal psychic damage to that target instead of your weapon damage. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. If you hit with sneak attack the creature must make a wisdom save equal to your dexterity score or be frightened of you in till the end of its next turn.  In addition, any critical hit you make can add your dexterity modifier as psychic damage.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Shadow Leap

At 9th level, you gain the ability to leap from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 90 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make before the end of the turn.

Aura of Shadow

By 13th level, you have learned to become one with the shadows. You use your action to cast a aura of shadow 15 feet around yourself in this aura, you and any allies gain a plus +5 to stealth as well as you are considered invisible. Any Allies in the aura have advantage to being charmed while you are immune to the effect.  

Any hostile creature that ends its turn in the shadow must make a wisdom saving throw (DC is your dexterity score) or be frightened of the shadowy forms within. Any hostile creature that start its turn in the darkness must succeed a constitution saving throw (DC is your dexterity score plus proficiency) or it is considered blind while in the shadow. 

This aura lasts for 1d4 hours or in till you are hit by an attack. you can only use this feature once every short or long rest. 

Mantel of Shadows

by 17 level you have become the shadows themselves. You can use your action to envelop yourself in shadow taking on a shadowy form. When you do this all creatures including allies with in 10 feet of you must succeed a wisdom save (DC is your dexterity score plus proficiency) or become frightened of you in till the end of there next turn. In this form you are immune to non magical Weapons but have a vulnerability to radiant, fire and lightning damage. The mantle give you temp hp equal to a shadow demon (66) plus your rouge level plus proficiency. Vulnerabilities bypass this hp and effect your normal hp. 

You have advantage on all attacks and all attacks made against you have disadvantage as long as there is light. However if a creature hits you this is no longer the case for that creature. If you are hit by a vulnerability the shadow recoils from the light and all is normal (no temp hp, vulnerabilities, immunity, advantage or disadvantage) in till the end of your next turn where everything resets (from saving throw and with the exception of the temp hp) as the shadow reforms. 

You remain in this form in till the temp hp reaches zero and can not dismiss it. It ends early if you are incapacitated, if you die or if there is no light. You can only use this feature once per long rest.

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