Base Class: Rogue
The Wraithblade is a rogue archetype that merges precision combat with the enigmatic power of shadow magic. These shadow-wielders move unseen, striking with uncanny speed and vanishing before their foes can react. They are assassins who thrive in darkness, using their supernatural connection to shadows to outmaneuver, disorient, and eliminate their enemies with deadly efficiency.
The Wraithblade is an agile and stealthy combatant, excelling in scenarios where deception and precision are key. With their shadow-infused abilities, they are ideal for hit-and-run tactics, surgical strikes, and controlling the battlefield through their manipulation of darkness. Their reliance on shadow magic allows them to remain elusive while striking fear into their foes, making them a powerful and versatile choice for rogues seeking a supernatural edge.
Level 3: Umbral Step
You gain the ability to step through the shadows, repositioning yourself with supernatural speed.
- As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.
- You gain advantage on your next attack roll made before the end of your turn.
- You can use this ability a number of times equal to your proficiency bonus. All expended uses are restored when you finish a long rest.
Veil of Shadows
You can cloak yourself in shadow, becoming nearly invisible to those who rely on sight.
- As a bonus action, you activate the Veil of Shadows for 1 minute. While active:
- You have advantage on Dexterity (Stealth) checks.
- You are invisible to creatures relying on darkvision to see you.
- You can use this feature once per short or long rest.
Level 3: Shadow Camouflage
- While in dim light or darkness, you can take 1 minute to blend into your surroundings. For the next hour:
- You gain advantage on Stealth checks made to hide.
- Creatures have disadvantage on Perception checks to detect you, even if they use darkvision.
Level 9: Shadowstrike
Your strikes harness the essence of shadow, inflicting necrotic energy on your foes.
- Once per turn, when you deal Sneak Attack damage to a creature in dim light or darkness, you deal an additional 2d6 necrotic damage.
- The additional necrotic damage increases to 3d6 at level 13 and 4d6 at level 17.
Level 9: Blade Meld
- When you are in dim light or darkness, you can use a bonus action to meld one weapon you are holding into your shadow. While melded:
- The weapon cannot be disarmed or removed from you.
- When you attack with the weapon, you can draw it as part of the attack, and the attack deals an additional 1d6 necrotic damage.
- You can meld a single weapon into your shadow at a time, and the effect ends if you lose consciousness or are in an area of bright light for more than 1 minute.
Level 13: Eclipsing Shroud
You can create an area of magical darkness to confuse and disable your enemies.
- As an action, you cast the spell Darkness without expending a spell slot or requiring material components. The darkness is magical, and you can see through it as if it were dim light.
- When you cast Darkness with this feature, you can choose to have the darkness move with you rather than remain stationary. While inside the area, creatures of your choice can see through it as if it were dim light.
- Once you use this feature, you cannot use it again until you finish a short or long rest.
Level 13: Wraith’s Distraction
- Trigger: A creature within 10 feet of you targets you with an attack.
- Effect: You create an illusory duplicate of yourself as part of the reaction. The attacking creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save:
- The attack automatically misses, and the creature has disadvantage on its next attack roll against any creature before the end of its next turn.
- On a successful save, the attack proceeds normally.
Limitations: You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 17: Shrouded Strike
- As part of the Attack action, you can cloak yourself in shadow energy before making a melee weapon attack. When you make the attack:
- On a hit, the attack deals an additional 4d8 necrotic damage and forces the target to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is blinded until the end of its next turn.
- After making the attack, you can teleport up to 30 feet to an unoccupied space you can see within dim light or darkness.
Limitations: Usable once per short or long rest.
Level 17: Avatar of Shadow
You become a living shadow, untouchable and deadly in the dark.
- As a bonus action, you transform into an Avatar of Shadow for 1 minute. While transformed:
- You can use Umbral Step without expending its uses.
- You have resistance to all damage except radiant and force damage.
- Your Sneak Attack damage ignores resistance and immunity to necrotic damage.
- Creatures within 10 feet of you in dim light or darkness have disadvantage on saving throws against your abilities.
Once you use this feature, you cannot use it again until you finish a long rest.
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