Base Class: Rogue
I wanted to make one of the worst rated subclasses on the site better cause I think it has a lot of good ideas it just needs a little improvement. I did not come up with these ideas just put them together, I stole the bleed attack from XP to Level 3 because I am unoriginal.
Distract Enemies
Starting at 3rd level, as an action you can make a melee attack to throw something in your target's face such as sand, crushed glass, liquid, or dirt. (work with your DM to determine what substances can be used). On a successful hit the target is blinded until the end of their next turn.
Shadow Stalker
When you choose this archetype at 3rd level, when observing a creature from the shadows you can land hits to vital points. When you are hiding in dim light or darkness and successfully attack a creature who isn't aware of you, that creature must make a Constitution saving throw or take an extra 1d6 piercing damage. The target must also make a Constitution saving throw at the beginning of each of their turns or they take 1d6 piercing damage. This effect ends once the target succeeds on their saving throw.
The DC for this saving throw is equal to 8 + Strength Modifier + Proficiency Bonus
Veil of Darkness
Starting at 9th level, you can cast the spells Darkness and Darkvision. You can cast these spells an amount of times equal to your intelligence modifier, before needing to take a long rest.
Martial Artist
Starting at 13th level, you can add Dexterity to attack rolls that would normally require Strength. Additionally you can roll a d4 in place of regular damage for your Unarmed Strikes.
Ghostly Presence
When you reach 17th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. You also gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
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