Rogue
Base Class: Rogue

Shadowblades are masters of stealth, deception, and subtle magic, combining the talents of an assassin with the arcane prowess of a trickster. Rather than relying solely on blades and poisons, they weave illusions, enchantments, and shadow magic into every aspect of their craft, making them some of the most dangerous infiltrators in the world.

A Shadowblade can walk unseen through a crowded city, assume another's identity with ease, or strike from the darkness before their victim has a chance to react. Their magic is not flashy or destructive—it is precise, deceptive, and deadly. Every spell, every disguise, and every movement serves a single purpose: gaining the advantage needed for the perfect kill.

Whether employed as spies, elite agents, bounty hunters, or secret assassins, Shadowblades thrive in the spaces between light and darkness. They are masters of misdirection and ambush, using both steel and sorcery to achieve what others cannot. By the time their enemies realize a Shadowblade was ever there, it is often far too late.

"The sharpest blade is the one never seen."

Level 3: Assassin's Ambush

You excel at striking before your enemies have the chance to react.

You gain proficiency with the following tools:

  • Disguise Kit
  • Poisoner's Kit

Additionally, you gain Advantage on Initiative rolls.

During the first round of combat, you have Advantage on attack rolls against creatures that have not yet taken a turn.

Once per turn, when you deal Sneak Attack damage to such a creature, it takes additional damage equal to your Proficiency Bonus.

Level 3: Shadowcraft

Your talents extend beyond mundane stealth and deception into the realm of subtle arcane magic.

You gain the Arcane Trickster's Spellcasting feature.

Level 9: Infiltration Master

Steady Aim no longer reduces your Speed to 0. Hidden or Invisible spellcasting imposes Disadvantage on saving throws, and you can perfectly mimic voices

Magical Ambush

If you are Hidden or Invisible when you cast a spell that forces a creature to make a saving throw, that creature has Disadvantage on the saving throw.

Master Mimic

After observing a creature speak for at least 1 hour, you can perfectly mimic its speech patterns and voice.

A creature listening to the imitation has no reason to suspect deception unless given evidence to the contrary.

Steady Aim Improvement

When you use Steady Aim, your Speed is no longer reduced to 0 for the turn.

Level 13: Envenomed Arcana

Your mastery of poison and magic allows you to infuse your attacks with supernatural effects.

When you deal Sneak Attack damage, choose one of the following options:

Arcane Venom

The target takes an additional 2d6 Poison damage.

This damage ignores Poison Resistance.

Shadow Hex

The target must succeed on a Wisdom saving throw.

Save DC = 8 + your Proficiency Bonus + your Intelligence modifier

On a failed save, the target cannot take Reactions until the start of your next turn.

You may apply one of these effects once per turn.

Level 17: Death Strike

Your attacks strike with lethal precision before your enemies can properly react.

When you deal Sneak Attack damage during the first round of combat to a creature that has not yet taken a turn, you can force it to make a Constitution saving throw.

Save DC = 8 + your Proficiency Bonus + your Dexterity modifier

On a failed save, the creature takes additional Psychic damage equal to your Sneak Attack damage dice.

On a successful save, the creature takes half as much Psychic damage.

For example, if your Sneak Attack deals 9d6 damage, a failed save causes the target to take an additional 9d6 Psychic damage.

This damage is applied after the Sneak Attack damage is resolved.

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