Rogue
Base Class: Rogue

Rogue: Dreadblade

The Dreadblade is a rogue subclass that delves into the darkest corners of shadow and embraces the macabre essence of horror. These rogues have formed a mysterious connection with a potent force of dark energy, channeling its power through their Dark Dice to unleash terrifying abilities. As they progress, their proficiency in manipulating shadows and striking fear into the hearts of their enemies grows, making them formidable agents of darkness.

Dreadblades harness their Dark Dice, small tokens of sinister energy, to fuel their shadow powers. These dice are a symbol of their connection to the unknown, granting them the ability to unleash eerie and devastating strikes. With each level gained, their Dark Dice increase in size, allowing them to tap into even more formidable forces.


Dark Dice

Starting at 3rd level, you harness the essence of dark energy within you. This potent force is manifested through your Dark Dice, each of which is a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various shadow powers you have, which are detailed later.

You regain all your expended Dark Dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Dark Dice, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Dark Dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).


Dark Blade

Starting at 3rd level, your connection to the dark energy infuses your weapon strikes with dark power. Whenever you hit a creature with a weapon attack, you can choose to expend one Dark Dice and add the roll to the damage dealt. Additionally, if you roll the maximum number on the Dark Dice, roll it again and add the additional roll to the damage as well. The bonus damage dealt by this feature is necrotic.


Enfeebling Strike

At 9th level, your strikes become infused with a draining essence, sapping your foes’ strength and resolve. Whenever you hit a creature with a weapon attack and use your Dark Blade feature, you have the option to forgo dealing additional damage. Instead, you can force the target to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. If the target fails the save, its strength is sapped, resulting in disadvantage on its attack rolls and ability checks until the end of its next turn.


Evasive Shadows

At 13th level, your mastery of darkness grants you unparalleled agility and evasion. When you use your Uncanny Dodge feature, you can expend a Dark Die to gain resistance to any damage type of your choice, except radiant, until the end of your next turn.


Torment

At 17th level, your Dark Dice become imbued with an unsettling power. Whenever you hit a creature with a weapon attack and use your Dark Blade feature, you can choose to expend additional Dark Dice to empower your strike. The target must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier or suffer a debilitating effect based on the number of Dark Dice expended:

  • 2 Dark Dice: The target is paralyzed until the end of its next turn.
  • 3 Dark Dice: The target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the paralysis on a success.
  • 4 Dark Dice: The target’s soul is trapped in a state of eternal torment. It is paralyzed and takes 8d6 necrotic damage at the start of each of its turns for 1 minute. The effect lasts until the target succeeds on a saving throw at the end of each of its turns, ending the torment.

Dark Dice

Starting at 3rd level, you harness the essence of dark energy within you. This potent force is manifested through your Dark Dice, each of which is a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various shadow powers you have, which are detailed later.

You regain all your expended Dark Dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Dark Dice, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Dark Dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Dark Blade

Dark Blade

Starting at 3rd level, your connection to the dark energy infuses your weapon strikes with dark power. Whenever you hit a creature with a weapon attack, you can choose to expend one Dark Dice and add the roll to the damage dealt. Additionally, if you roll the maximum number on the Dark Dice, roll it again and add the additional roll to the damage as well. The bonus damage dealt by this feature is necrotic.

Enfeebling Strike

At 9th level, your strikes become infused with a draining essence, sapping your foes’ strength and resolve. Whenever you hit a creature with a weapon attack and use your Dark Blade feature, you have the option to forgo dealing additional damage. Instead, you can force the target to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. If the target fails the save, its strength is sapped, resulting in disadvantage on its attack rolls and ability checks until the end of its next turn.

Evasive Shadows

At 13th level, your mastery of darkness grants you unparalleled agility and evasion. When you use your Uncanny Dodge feature, you can expend a Dark Die to gain resistance to any damage type of your choice, except radiant, until the end of your next turn.

Torment

At 17th level, your Dark Dice become imbued with an unsettling power. Whenever you hit a creature with a weapon attack and use your Dark Blade feature, you can choose to expend additional Dark Dice to empower your strike. The target must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier or suffer a debilitating effect based on the number of Dark Dice expended:

  • 2 Dark Dice: The target is paralyzed until the end of its next turn.
  • 3 Dark Dice: The target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the paralysis on a success.
  • 4 Dark Dice: The target’s soul is trapped in a state of eternal torment. It is paralyzed and takes 8d6 necrotic damage at the start of each of its turns for 1 minute. The effect lasts until the target succeeds on a saving throw at the end of each of its turns, ending the torment.

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