Rogue
Base Class: Rogue

The shadows and dark alleys may be where assassins, spies and cutthroats thrive, stealth and deceit may commonly be the tools of a thief, but what of those who seek to bring them to justice? The Empire needs hands and reach in the darkness as well if they wish to avoid getting weakened from the inside. Imperial shadows are the blades of the Empire that linger in the dark of the cities, keeping them safe from the inside. Masters of subterfuge capable of breaking syndicates and gathering information on particularly dangerous individuals, and when need arises, of dealing with them by any means necessary. 

All Imperial Shadows build and nurture a weapon of their choice that enacts the will of the Empire. Some may seek to augment their weapons with the divine while others may look for particularly unorthodox means. As long as they are within the buildings and streets of a city, they will find their target.

As an Imperial Shadow, you may have been born in a long line of assassins who serve the country. Maybe you sought the order out and were trained under them. Or maybe you owe a debt to someone in the order or a high ranking individual in the country that must be repaid with your service.

Urban Hunter

3rd-level Imperial Shadow feature

You are familiar with the paths and tricks of navigating through cities unseen. You have advantage on Dexterity(Stealth), Dexterity(Sleight of hand) checks you make within towns, cities and other settlements as well as advantage on any Intelligence(Investigation), Wisdom(Perception), Wisdom(Survival) checks you make while tracking, investigating or searching in settlements.

 

Weapon of Choice

3rd-level Imperial Shadow feature

When you choose this archetype at 3rd level, you select a weapon, melee or ranged that you begin to prefer and enhance over time. Your weapon damage is considered magical for the purposes of overcoming resistance.

 You can then further enhance your weapon by choosing one of the following weapon enhancements. You can change your enhancements when you finish a long rest(from the character builder). You gain an additional enhancement at the 6th, 9th, 13th and 17th class level. 

 

 

Melee Weapon

You select a weapon, melee or ranged that you begin to prefer and enhance over time.

Melee Weapon. This weapon has a range of 5 ft and has the Finesse property that deals 1d6 piercing damage. If you take an Attack with this weapon, you may make an additional attack against a creature within range as a bonus action. This attack deals 1d4 piercing damage. This weapon becomes a +1 weapon at level 6, a +2 at level 13 and a +3 at level 17

Ranged Weapon

You select a weapon, melee or ranged that you begin to prefer and enhance over time.

Ranged Weapon. This weapon has a range of 60/90 ft and deals 1d8 piercing damage. This weapon becomes a +1 weapon at the 6th, +2 at 13th and +3 at 17th level.

Weapon Enhancements

You can then further enhance your weapon by choosing one of the following weapon enhancements. You can change your enhancements when you finish a long rest(from the character builder). You gain an additional enhancement at the 6th, 9th, 13th and 17th class level. Some enhancements require creatures to make a saving throw. The DC for those saving throws is detailed below.

Saving Throw DC. 8 + your proficiency bonus + your Intelligence modifier.

 

Crippling Weapon

Crippling Weapon(requires level 13). When you hit with your weapon attack, you can choose to make the attack crippling. A creature hit by this attack must make a Constitution saving throw against your weapon DC or take an additional 2d8 piercing damage and an additional 1d8 piercing for every 10 ft of movement the creature takes. This effect lasts for one minute, a creature can attempt to end the effect early by attempting the saving throw at the end of each of its turns. You can use this feature a number of times equal to your Intelligence modifier. You regain uses of this property when you finish a long rest.

 

Deadly Strike

Deadly Strike(requires level 17, Melee only). You make a melee attack with your weapon using deadly precision that deals an additional 8d10 force damage and the creature rolls a Wisdom saving throw or be paralyzed for 1 minute. The creature can attempt to end the effect early by attempting to make the saving throw at the end of each of its turns. You may use this feature a number of times equal to your Intelligence modifier. You regain uses of this feature when you finish a long rest. 

Explosive Shot

Explosive Shot(requires level 13, Ranged only, requires Splintered Shot). When you use your splintered shot feature, you may choose to instead make it an explosive shot. When you hit a target with this shot, all creatures in a 20 ft radius must make a Dexterity Saving Throw against your weapon DC or take 8d8 fire damage or half as much on success. You may use this feature once per long rest. 

Guard Breaker

Guard Breaker(requires level 13). Before making a weapon attack, you can choose to make it a guard break attack. If the attack hits, the creature must make a Dexterity saving throw against your weapon DC or have their AC reduced by 1 for 1d4 - 1 turns(minimum of 1). A creature can be affected by this property multiple times. You can use this feature a number of times equal to your Intelligence modifier. You regain uses of this feature when you finish a long rest.

 

Honed Blade

Honed Blade(requires level 9, Melee only). Your weapon damage increases to 1d8 and your second attack damage increases to 1d6. This replaces your weapon of choice. This counts as a +1 weapon and is considered magical for the purposes of overcoming resistances. It increases to a +2 at the 13th level and +3 at the 17th level

 

Illuminating Weapon

Illuminating Weapon(requires level 9, Melee only). As an action, you brandish your weapon with radiant light. All creatures in a 15 ft radius around you must make a Constitution saving throw against your weapon DC or be blinded for 1 minute and take 1d6 radiant damage at the start of each of their turns(Including when the first turn they are blinded). An affected creature can attempt to end the effect early by making the saving throw again at the end of each of its turns. You may use this feature a number of times equal to your Intelligence modifier. You regain uses of this feature when you finish a long rest

 

Imperial Channel

Imperial Channel(requires level 9). You may use your weapon as an arcane focus(if you have spell casting available). Additionally you may cast guiding bolt as an action at the first level. Intelligence is your spell casting modifier for this spell. You may cast it using this property a number of times equal to your Intelligence modifier. You regain these uses when you finish a long rest.

Imperial Favor

 Imperial Favor. As a bonus action, you imbue your weapon with the radiance of the Empire. The next weapon attack you make with your weapon deals an additional 1d6 radiant damage and marks the creature. The next attack roll made on the target by any creature has advantage. Starting at the 9th level, the damage increases to 2d6. You can use this property a number of times equal to your proficiency bonus. You regain uses of this property when you finish a long rest.

 

Imperial Firepower

Imperial Firepower(requires level 9, Ranged only). You gain proficiency in firearms and convert your weapon into a firearm, as your weapon damage increases to 1d10 and range increases to 120/300 ft. This weapon replaces your weapon of choice.

This counts as a +1 weapon and is considered magical for the purposes of overcoming resistances. It increases to a +2 at the 13th level and +3 at the 17th level

 

Improved Siphon

Improved Siphon(requires level 13, Melee only, requires Siphoning Strike). When you use your siphoning strike feature, you may choose to give that healing to a creature within 30 ft of you instead of yourself. If the healing restores a creature to it's maximum hit points, any excess healing is instead converted into temporary hit points for the creature. The siphoning strike also does an additional 2d6 necrotic damage.

 

Opening Attack

Opening Attack(requires level 9). When you hit with a weapon attack against a creature and use your sneak attack feature, as a bonus action you may allow an ally within 30 ft to make a follow up attack against the same creature as a reaction(provided they have one). This attack deals additional damage equal to half your sneak attack damage. You may use this feature a number of times equal to your proficiency bonus. You regain uses of this feature when you finish a long rest

Quick Load

 Quick Load(requires level 6, Ranged only). As a bonus action, you can take a quick shot and make a ranged weapon attack against a creature within range dealing 1d6 piercing damage on hit. This damage increases to 1d8 at level 13.

 

Quick Strike

 Quick Strike(Melee only). When you hit a creature with your weapon of choice, you do not provoke opportunity attacks against that creature until the start of your next turn. Starting at the 6th level, when you use the sneak attack feature using this weapon, you may add half your sneak attack damage to your second attack a number of times equal to your proficiency bonus. You regain uses of this feature when you finish a long rest

 

Railgun

Railgun(requires level 17, Ranged only). As an action, You augment your weapon with the ability to gather a large amount of arcane energy and fire it off as a singular devastating shot. All creatures in a 150 ft line 5 ft wide must make a Dexterity saving throw against your weapon DC or take 10d10 force damage or half as much on success and be knocked prone. You may use this feature a number of times equal to your Intelligence modifier but you must spend an action cooling the rail down. You regain uses of this feature when you finish a long rest.

 

Silent Shot

Silent Shot(requires level 9, Ranged only). When you make a ranged attack with your weapon while in stealth, you may use your bonus action to immediately return to stealth provided the creature is not directly looking at you.

 

Siphoning Strike

 Siphoning Strike(requires level 6, Melee only). You are able to steal the very essence of your foes. When you use your sneak attack feature with your weapon, you may choose to heal yourself for hit points equal to half the sneak attack damage. You can use this property a number of times equal to your Intelligence modifier(Minimum of 1). You regain uses of this property when you finish a long rest.

 

Splintered shot

 Splintered Shot(Ranged only). When you hit a creature with your weapon of choice you can choose to make it a splinter shot, this must be decided before making the attack. Creatures within 5 ft of the target take 1d4 piercing damage. This damage increases to 1d6 at the 9th level and to 1d8 at the 13th level. You can use this property a number of times equal to your proficiency bonus. You regain uses of this property when you finish a long rest.

 

Venomous Weapon

Venomous Weapon. you gain proficiency with the Poisoner's kit, As a bonus action, the weapon is imbued with poison. Your next attack is a venomous attack against a creature using your weapon. The creature must make a Constitution Saving Throw against your weapon DC or be poisoned for 1 minute. The creature can attempt to make the saving throw at the end of each of their turns to end the effect early. Starting at level 9, the creature additionally takes 1d6 poison damage at the start of each turn it is poisoned(including the turn it is poisoned). You may use this property a number of times equal to your Intelligence modifier. You regain uses when you finish a long rest.

 

 

Guise of the Empire

9th-level Imperial Shadow feature

 Your time spent in the unsavory parts of settlement have let you pick up a few tricks.

You gain proficiency in one Intelligence, Wisdom, Charisma ability of your choice.

You can cast the Light cantrip at will. Additionally, you can cast Invisibility and Darkness. You can cast both of these spells one time each. Once you cast these spells using this feature, you cannot do so again until you finish a long rest.

Silent Hand

13th-level Imperial Shadow feature

You are an adept at blending into your surroundings and performing intricate work with little to no sound. Whenever you make an ability skill check within a city or other similar settlements and buildings, you can add half your proficiency bonus to any skill you are not proficient in, rounded down.

Additionally, you gain expertise in a skill of your choice that you are already proficient in.

Untouchable Shadow

17th-level Imperial Shadow feature

Master shadows can find a way to succeed, against the most unfair of odds. Whenever you make a skill check, you can choose to turn the d20 rolled into a 15. You must do so before the result is revealed. You can use this feature once per long rest. You also gain proficiency in Charisma saving throws.

Additionally you can cast the Mirage Arcane spell once. You can cast the spell using this feature once per long rest.

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