Rogue
Base Class: Rogue

Shadow magic, stealth, guile. Drawing upon the power of the Shadowfell to gain supernatural abilities, a Wraith becomes an extension of the shadows, striking with deadly precision before retreating back into them.

Able to conjure obscuring shadows or vanish from sight, a Wraith hides until the opportune moment to attack presents itself, greeting a target with lethal finality.

Shades

Beginning at 3rd level you have gained a pool of Shade Points equal to your rogue level and regain all expended points when you finish a long rest. You learn to wield the Shadowfell as a Bonus Action, using somatic gestures known as Shades to cause various spell-like effects at the costs indicated on the Shade Table.

Where indicated, a Shade is considered to be a concentration.

Shade Table
Cost Name Effect
1 Cloak of Shadows <C> You concentrate upon the Shadowfell, weaving its gloomy substance to obscure your form and gain the benefit of invisibility for up to one hour.
1 Ghost Step You step through Shadowfell, teleporting up to 30 ft. to a location you can see.
3 Well of Night <C> You concentrate the Shadowfell, manifesting magical darkness spreading outward at your location in a 15-foot-radius sphere for up to one minute. The darkness is stationary and spreads around corners. Creatures other than you can't see through this darkness, and nonmagical light can't illuminate it. As part of this bonus action, you may choose a number of creatures up to your Wisdom Modifier within it's radius when conjured, granting them the ability to see through your Well of Night.
1-5 Death Blossom Choose a number of creatures up to your Wisdom modifier you can see within 30 ft, spending 1 shade point for each. You leap into the air hurling magical shuriken's, making one ranged attack against each creature. On hit, deal 1d4 + Dexterity modifier slashing and 1d8 + Wisdom modifier necrotic damage.
2+ Living Shadows Select a creature you can see within 60 ft, and expend all Shade Points. For every 2 spent, you summon one spectral Living Shadow. For each Shadow summoned you increase the chance to crit to 19, then 18, etc. respectively. As your action, your Shadows each make a single melee attack roll against the creature using your statistics before vanishing, dealing 1d8 + Wisdom modifier necrotic damage on hit. Your Shadows may not benefit from your Sneak Attack Feature.

Dark Arts

At 3rd level you have learned the dark arts of the Shadowfell, gaining the following benefits:

  • While lightly obscured, in dim light, or darkness, you have advantage on Stealth checks made to conceal yourself.
  • You gain a bonus to your initiative rolls equal to your Wisdom modifier.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. You may add your ability modifier to the damage of the second attack.
  • At 6th level, your weapon attacks benefitting from your Shades (such as Cloak of Shadows) count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Fleet of Foot

At 9th level intense training of mind and body have left you a mobility unrivaled by most.

  • You gain a climbing and swimming speed equal to your walking speed and your movement speed is increased by 10 feet.
  • You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your rogue level.
  • As a reaction you can give yourself advantage on any saving throw against a spell, effect, or skill check that would result in the prone or grappled condition.

Shadow Master

Starting at 13th level whenever you are under initiative, each time you critically hit a creature with an attack or Living Shadows you regain one Shade Point per critical hit.

Vanish

As a reaction at 17th level whenever an attack hits you, you gain the benefit of Cloak of Shadows and Ghost Step and leave behind an illusory duplicate of yourself with one hit point, which occupies your previous space and lasts until the end of your next turn. If the illusion is destroyed, it leaves behind a copper coin that vanishes as it hits the ground, echoing with quiet laughter.

A creature can make an Intelligence saving throw against against your save DC equal to 10 + your proficiency bonus {{proficiency}} and wisdom modifier {{modifier:wis}} to determine if it is an illusion. On success the creature perceives the illusion as transparent.

You may use this feature once per short or long rest.

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