Base Class: Rogue
Subtlety rogues use unique weapons like katanas and shuriken, as well as the arts of the shadows to their advantage. Whether they may be assassins or thieves, the subterfuge of these scoundrels is not to be underestimated.
Subtle Technique
You utilize a drop in an enemy's offense every chance you get. At 3rd level, you gain the ability to use the Dodge action as a bonus action. When you do this, your AC increases by a number equivalent to your proficiency bonus. This bonus to A/C can only be used a number of times equal your proficiency bonus.
Additionally, your attacks can deteriorate an enemy's offense. When you hit a creature with a weapon attack, you force the target to make a constitution saving throw (DC 8 + your proficiency + your Dexterity Mod). On a fail, they have disadvantage on the next attack roll they make until your next turn.. If they succeed, you cannot use this feature again until you finish a short rest.
Backstab
When you choose this archetype at 3rd level, you become adept at finding an enemy’s weak point. When you attack an enemy while in dim light, you gain a +2 bonus to the attack’s damage roll. This scales to +3 in complete darkness. The damage of this feature increases as you go up levels in the rogue class, scaling to +3/+4 at level 10, and +4/+6 at level 15. This feature also grants you 60 ft of darkvision .
Additionally, you have a new way to gain sneak attack damage. If a creature has taken the disengage or dash action on their turn before you, you can use your sneak attack against that target.
Shadow Step
As an action on your turn, you can teleport 30ft into an unoccupied space that you can see in dim light or darkness. When you do this, you have advantage on the next attack that you make. At 15th level, you can make an attack as the part of the same action.
Symbols of Shadow
As a bonus action on your turn, you can mark a creature for death. This creature must succeed on a constitution saving throw (DC 8 + Proficiency bonus + Dexterity Modifier). On a fail, the creature has disadvantage on all attack rolls against targets other than you. Whenever it makes an attack against you, the creature must succeed on a wisdom (perception) check contested by your dexterity (stealth) check. If you succeed, they have disadvantage on their attack, and you have advantage on your next one against that target.
Inversely, you can use this feature on your allies for benefits as well. When marked, the creature gains advantage on all ability checks on one ability score of their choice. This benefit lasts for 1 hour.
You cannot use this feature again until you finish a long rest.
Shade Master
At level 17, you master the ability to reside in the shadows and strike with precision. Whenever you make a weapon attack on a creature in dim light or darkness, the attack is automatically a critical hit. This attack also ignores rules of sneak attack, unless you have disadvantage.
Furthermore, when you use uncanny dodge to half your damage on a hit, the remaining damage is staggered, as shadows seek to delay your death. While your damage is staggered, you will take 10% of the remaining damage per round (rounded up if a fraction) until the remaining damage to be taken is 0. If you are healed by a spell or potion, the stagger effect ends early and all damage remaining no longer damages you.
Previous Versions
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3/29/2021 11:14:39 PM
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Posted Mar 29, 2021I’m back at it again. I worked really hard on a balanced subclass of my favorite 5e class, and needless to say, I think it was improved balancing compared to the last one. Outlaw is getting remade however, with a bit of ranger flavor to it, as well as mostly melee features. Brace yourselves, and enjoy my new work.