Rogue
Base Class: Rogue

When you choose this archetype at 3rd level, you not only use shadows, you become them. You forgo a forbidden ritual that many would sheer away from, allowing the user to manipulate shadows, but with a cost. You will become forever bound to darkness and only know shadows as your friends. This choice will change your life forever and will take a large commitment to wield such power, but granting you the reaper of the night. Many who choose to proceed with the ritual will lose their minds as the darkness consumes them, but for those who succeed will and can only embrace the shadows.

The Forbidden Deal

Starting 3rd level you will need to become an apprentice under a mentor that has mastered the forbidden art, for you will become the only person that has seen his/hers eyes since they have learned the art, once this deal is made there is no going back. As you level your character will slowly turn more evil in alignment, once you reach the 20th level you will become lawful evil. You must always wear a solid hood of any type during daytime(6am - 6pm), if your hood would to come off for any reason during daytime, you would take 2d6 of necrotic damage, resistance and immunity to necrotic damage does not apply. Your hood can come off during nighttime, but as long as your hood is down you cannot wield the forbidden shadow skills. If you acquire a new hood, you must go to a complete pitch black room and change your hood. If you ever go out in bring sunlight with your hood on, your health is automatically halved until you return inside or in the dark. No one will be able to see your face for all they would see is pure darkness and shadowy like flames seeping from your hood, unless your hood is taken off your head. While your hood in on, -5 from all charisma checks (from 0, so if you have +3 in performance it is now -5) except intimidation and skills you are proficient with, intimidation gets +5 from your current modifier. While in dim light or darkness you gain advantage in Dexterity (stealth) checks. You also no longer need an ally within 5 feet of the same enemy to perform a sneak attack if the enemy does not know of your presence, and you are in dim light or darkness. You also gain the cantrip Minor illusion.

Nightvision

Your eyes have now accustomed to the dark, you can see in the dark as you would in the daylight to your maximum vision range.

Shadow Mimicry

Starting at 3rd level, you acquire a forbidden technique some are only chosen to wield, as a bonus action roll 2d4 of sacrificed health to create an exact shadow duplication of yourself and placed within 20 feet from yourself, and where a natural occurring shadow in already placed. Your sacrificed health is now the health of the shadow. If you do not have the health needed to make the sacrifice roll 1d4. The ethereal shadow looks exactly like your the moment you summoned it, except the figure is all black and unable to be seen through and you can physically interact with it, i.e jump off its shoulder. You then telepathically or vocally commands the shadow to perform actions on the shadows turn as you would do for your own character, as for now the shadow can not speak. If the shadow is in darkness, it cannot be seen through normal means. The shadow cannot move more than your travel distance. The shadow cannot switch weapons, whatever weapons you were wielding when the shadow was summoned is what the shadow will use. If you and the shadow are within 5 feet of the same enemy, you may sneak attack. The shadow will be destroyed if: your health reaches 0, the shadows health reaches 0, you're in an area with strong winds, the shadow is dispelled. The shadow can walk in sunlight. When the shadow is destroyed in anyway the 2d4 (or 1d4) roll health returns back to you. Only one shadow can exist at a time.

Shadow Displacement

Starting at 6th level, you can now as a bonus action swap locations with your shadow. With this ability you can instantly change places with your shadow, the shadow will then reappear where you once were. This switch can happen on either your turn, or the shadows turn at anytime, if it is neither your or the shadows turn you cannot use this ability. Whatever action was happening directly before the switch that action will continue out. Example: If you running towards an enemy and go for a jump attack, right before the blow lands you can switch with your shadow so then the shadow attacks instead of you. Once you have used this ability 6 times, you must complete a full rest to cover all 6 uses, a short rest will recover 2.

Shadow Weaponry

Starting at 9th level, as a bonus action while you are in shadows roll 1d4 to sacrifice health to create a weapon you are proficient with made of shadows in a free hand(s), within the same action the weapon can either be used in close combat or thrown if it can be thrown, whether the weapon is thrown or used close range the weapon will disappear leaving a black visible shadow mark on the enemy. If you or your shadows attack an enemy with a shadow mark you gain advantage. The shadow weapon will roll as a the normal weapon would but deal necrotic damage. If the weapon misses while being thrown, the weapon is immediately destroyed and the sacrificed health returns to you. If the weapon is used in close quarters and misses the weapon will remain until it has struck. When enemies with shadow marks die, the sacrificed health used to create those weapons then returns to you. As a bonus action you can dispel the shadow weapon from existence and gain the sacrificed health back. You gain 3 spell slots toy use the spell Fear. After a long rest the slot will be recovered.

Weapon Mimicry

Starting from 9th level, when you create a shadow weapon and also have a mimic shadow out, the mimicked shadow will also create a shadow weapons if the shadow has a free hand(the shadow can release the current weapon he is holding to summon the new weapon). You then roll 1d4 to sacrifice health from the mimic shadow to create the weapon. If you decide to throw the weapon, you can also tell the shadow to throw their weapon via telepathic link(if able to be thrown)at the same target at the same time. 

Mimicry Proficiency

Starting at 13th level, as a bonus action you can now summon 2 mimic shadows simultaneously either rolling 2d4, 2d6 or 1d8. As long as these shadows are in dim light or darkness they cannot be seen through normal means or magic. You can now make your shadows speak out loud to other players in the sound of your voice.

Displacement Proficiency

Starting at 13th level, as a bonus action you can now switch places with your mimic shadows up to 12 times before needing to take a long rest, short rest will give 4.

Master of Mimicry

Starting at 17th level, you can now summon 3 mimic shadows simultaneously. You can also swap locations with your shadow an unlimited amount of times. Because of your mastery of the shadows you can now choose between rolling 2d4, 2d6, 2d8 or 2d12 for the shadows health. Your shadows also become an extension of your mind and senses, what your shadows sees you can see. Also when your shadow is destroyed in anyway whatever the shadows remembers or learns while it is alive, you will also now have that knowledge. You gain 2 spell slots to use the spell Weird.  Spell slots will be recovered after a long rest.

Embrace the Shadow

Starting at 17th level, you have now become a master of shadow mimicry, utilizing them to their fullest potential. You now have the duty to find a subordinate and pass on what you have learned by excepting and showing your eyes with your hood on to your subordinate, while gaining 3 of the following abilities(your choice)(Only you can perform these actions not your shadows):

One Target: When you go to melee a target, you can command all current mimic shadows to run and attack the same target all at once without having to roll accuracy.

Shifting Shadow: As a bonus action you are able to teleport to any shadows within your travel distance with an advantage on Dexterity (stealth) checks. If you teleport within 5 feet of an enemy that in unaware of your location, you get surprise and sneak attack.

Deception: This ability allows you to switch with a mimic shadow at anytime even when it is not your turn.

Living Shadow:  You can cast the spell Gaseous Form on yourself at will and will last up till 1 minute and your travel distance is dropped to 20. You are able to walk through objects and enemies without the worry of taking damage. If you walk through an enemy, that enemy is drowned in fear, skipping its next turn if the enemy is below the size "huge". You can hover over openings. If you are in shadows you automatically become stealth to normal means and magic.

Shadow Storm: On your turn you transcend into a living shadow able to move twice your travel distance and then teleport and attack all targets within your travel speed distance once up to a max of 20 targets. If their is less than 20 targets, you will contently teleport around the same enemies hitting them until 20 targets have been struck. If they're more than 20 targets, you get to choose which ones will be struck. You will not need to roll AC. Enemies will not get an opportunity attack. After 20 targets have been struck, you will return to where you first started the attack. If they're mimic shadows active, each shadow will attack 5 separate targets dealing necrotic damage. After the ability is done any mimic shadows that were active are now destroyed. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/19/2019 5:23:19 AM
10
0
--
Coming Soon
5/19/2019 3:22:56 PM
7
0
--
Coming Soon
5/19/2019 4:00:19 PM
15
0
--
Coming Soon
5/19/2019 4:02:29 PM
11
0
--
Coming Soon
5/27/2019 4:15:42 PM
67
1
--
Coming Soon
6/5/2019 6:47:45 PM
94
1
--
Coming Soon
6/6/2019 10:31:59 PM
77
0
--
Coming Soon
6/7/2019 5:05:38 PM
83
0
--
Coming Soon
8/26/2019 1:33:27 AM
337
10
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes