Base Class: Rogue
When you choose this archetype at 3rd level, you gain the knowledge of the darkness and its secrets. You have advantage on stealth checks, and can cast the Darkness spell a number of times equal to your INT modifier per short rest. You can also add your DEX modifier to stealth checks in addition to any other modifiers. Also, when you make an attack that would trigger your sneak attack while hidden, you can choose a number of dice equal to your INT Modifier and re-roll them, limit once per turn and die.
At 9th level, while hidden, you can treat any attack against a creature that is unaware of you as a critical hit. Additionally, when you re-roll any amount of dice from your sneak attack, you can treat the re-roll as a 6. Creatures who can't see you also have disadvantage to try and locate you.
At 13th level, you are so adept at the darkness it nearly consumes you. You can add your proficiency bonus to any check as long as you are in dim light or darkness. If you are already proficient in a skill, you can add 2d6 to that skill check. If you have expertise in that check, you can add 2d12 instead.
At 17th level, when you score a critical hit against a creature that cannot see you, you can apply the maximum damage you could deal with that weapon, including sneak attack dice.
Sneaky
When you choose this archetype at 3rd level, you gain the knowledge of the darkness and its secrets. You have advantage on stealth checks, and can cast the Darkness spell a number of times equal to your INT modifier per short rest. You can also add your DEX modifier to stealth checks in addition to any other modifiers. Also, when you make an attack that would trigger your sneak attack while hidden, you can choose a number of dice equal to your Intelligence Modifier and re-roll them, limit once per turn and die. You also gain the Mask of the Wild feature.
Improved Sneak Attack
At 9th level, while hidden, you can treat any attack against a creature that is unaware of you as a critical hit. Additionally, when you re-roll any amount of dice from your sneak attack, you can treat the re-roll as a 6. Creatures who can't see you also have disadvantage to try and locate you.
True Stealth
At 13th level, you are so adept at the darkness it nearly consumes you. You can add your proficiency bonus to any check as long as you are in dim light or darkness. If you are already proficient in a skill, you can add 2d6 to that skill check. If you have expertise in that check, you can add 2d12 instead.
Deadly Critical
At 17th level, when you score a critical hit against a creature that cannot see you, you can apply the maximum damage you could deal with that weapon, including sneak attack dice.
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