Base Class: Rogue
Bunshin Rogues utilize the power of the Shadowfell and it's parallel nature to the Material realm to create dangerous projections into the Material. Additionally, their stealth allows for powers even stronger than once thought possible. However, these rogues still follow a code of ethics and recognize that their powers are meant to be driven, not just wanton murder or thievery. Similar to their Assassin brethren, Bunshin rogues are often hired to perform tasks, however, Bunshin can work effectively in groups, or if they need to, make a group to work with them. The true power of Bunshin is their ability to play with senses, as they can make the visual tactile, the tactile visual, and the auditory nonexistent. Even if you discover a Bunshin, their powers can allow them to return back to a state that even with knowing of their presence, a surprise is still eminent. Many Bunshin become Ninjas, though not all ninjas are Bunshin Rogues.
Way of the Bound Mouth
Starting at 3rd level, if you have not spoken, cast a spell with a verbal component, or make any exclamation that requires sound from your mouth for an hour invisible, magical stitching closes your mouth. While your mouth is stitched closed like this, you gain +5 to Stealth checks made during the Hide Action as part of your Cunning Action. Once you speak, cast a spell with a verbal component, or make any exclamation that requires sound from your mouth, the stitching looses itself and you lose the +5 bonus to Stealth checks until you are silent for another hour. This ability does not require you to be conscious while you are silent, allowing you to have the stitching form while resting.
Shadow Work
When you choose this archetype at 3rd level, you gain the ability to manifest your shadow into a duplicate that can catch your opponents off-guard. While you are unseen by a hostile creature, as an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you are visible. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. The illusion cannot speak or interact with objects, however, if the illusion gets within 5ft of a creature, your first attack on the creature will be a Sneak Attack, ignoring feats, racial abilities, spells, and/or conditions that would negate the Sneak Attack. Once the attack hits the creature, even if it is not the first attack you make, the illusion disappears and the creature is immediately aware of your presence. All attacks made against the illusion appear to miss, and an intelligent creature can use an action make an Investigation check against your Stealth to determine if the illusion is real or not. You can use this feature once per short rest.
Shaded Sneak
Starting at 9th level, you develop the ability to sink into the shadows just enough to become slightly less corporeal. If you take the Hide Action while in an area that is dimly light or in darkness, you gain +5 to your AC as your form melts into the shadows. If you use the Cunning Action feature to make the Hide Action, you gain +3 to your AC as your form melts into the shadows.
Sword of Many Wielders
By 13th level, you have learned how to hone the powers of the Shadowfell into your attacks, even the most subtle of illusions can become deadly weapons. After hitting a target creature with a Sneak Attack, for each illusion made by you, whether it be from Shadow Work, a spell, racial feature, or an item ability, within 5 feet of a creature you hit with a Sneak Attack, you gain an additional Sneak Attack Die. Additionally, if the Sneak Attack is a critical hit, you gain two additional Sneak Attack Dice per additional illusion after the doubled dice from the critical.
Fallen Shadow
When you reach 17th level, you can step into the Shadowfell briefly, and as soon as you re-emerge from it, the events preceding your step disappear from your enemies minds, just as you slipped away from their views. Once per short rest, you can take the Hide Action in dim light or darkness, and teleport to another area of dim light or darkness within 120ft of that location. Once you do so, your presence disappears from the minds of all creatures currently engaging with you, though they do not forget who you are, they do not recall this battle occurring. You can choose to immediately surprise the opponent after this, as if it is a new combat, allowing all abilities that activate at the start of a combat to re-activate. If you use a Cunning Action to Hide as a Bonus Action and use this feature, if you attack after activating this ability, the activate gains advantage and your weapon attack scores a critical hit on a roll of 19-20.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/3/2019 12:06:53 AM
|
7
|
1
|
1
|
Coming Soon
|
Comments