Base Class: Rogue
Bow goes phwip
Smoke Bomb
When you choose this archetype at 3rd-level, you can use an action to throw a smoke bomb at a point on the ground up to 30 feet away from you.
When a smoke bomb lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius for a number of rounds equal to twice your proficiency bonus or until you throw another smoke bomb. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. When you gain this ability, choose one of the following options to enhance your smoke bomb: Envenomed, Snare, or Vanish in Smoke.
Envenomed
When a creature starts its turn in the smoke created by your smoke bomb or enters the area for the first time on a turn, it takes poison damage equal to your Proficiency Bonus.
Snare
You can throw your smoke bomb at a point on a ceiling or wall and it will remain in place instead of falling to the ground.
Vanish in Smoke
When you throw a smoke bomb, you and a number of other creatures within 5 feet of you less than or equal to half your Proficiency Bonus (rounded up) turn invisible until the end of your next turn. If a creature made invisible by this feature attacks or casts a spell, its invisibility ends immediately.
Shadowshot
Starting at 6th level, when you make an attack with a bow or crossbow, you can use a bonus action to imbue the projectile with shadowy power. The projectile’s damage becomes force damage and the target and and up to two creatures of your choice within 10 feet of it must succeed on Constitution saving throws or be tethered by a void anchor your shot creates. The DC is equal to 8 plus your Proficiency Bonus plus your Dexterity modifier. On a failed save, a creature’s movement speed and weapon attack damage is halved and it can take either an action or a bonus action on its turn, not both. If it fails the save by 5 or more, it is also blinded. These effects last until the end of your next turn. When you gain this ability, choose one of the following three options to modify your Shadowshot: Blood Bound, Black Hole, or Quiver.
Once you use this ability you can’t use it again until you finish a short or long rest.
Black Hole
When you fire your shadowshot, up to four creatures of your choice within 20 feet of the target must make a Constitution saving throw or be tethered by your Void Anchor instead of two creatures within 10 feet. The Anchor also lasts for one minute instead of one round. A creature can repeat the saving throw at the start of each of its turns it is tethered other than the first, ending the effect on itself on a success.
Blood Bound
If a creature is reduced to 0 hit points while tethered by your anchor, it explodes and each creature within 5 feet of it takes force damage equal to your Sneak Attack damage. Additionally, whenever a creature tethered by your anchor is hit by an attack, every tethered creature takes damage from that attack.
Quiver
You can use your shadowshot three times before needing a short or long rest to regain uses but the range of your void anchor decreases to 5 feet.
Triple Jump
Starting at 13th-level, when you jump, you can jump again while in midair up to two times, with each additional jump covering the same distance as the initial jump.
Dusk Grenade
Starting at 17th level, you can summon shadowy power into the palm of your hand in the form of a grenade. You can launch a grenade at a creature as a bonus action. The creature must make a Dexterity saving throw (DC = 8 plus your Proficiency Bonus plus your Dexterity modifier). Roll half the number of Sneak Attack dice for your level (round up), and a creature that fails the save takes force damage equal to the roll’s total, while a creature that passes the save takes half as much damage.
Once you use this ability, you cannot use it again until you finish a short or long rest.
Spike Grenade
When this grenade explodes, a 30 foot long 5 foot wide line of energy extends out from the target and each creature within that line (other than the original target) must make a Dexterity saving throw as if it had been targeted with the grenade.
Voidwall Grenade
After exploding, your grenade creates a wall of void energy, with one end of the wall in the space you threw the grenade at. The wall remains until the end of your next turn. The wall is 30 feet long, 20 feet high, and 5 feet thick. When a creature ends its turn in the wall or enters it for the first time on a turn, it must make a Dexterity saving throw against the grenade as if you had targeted it with the grenade.
Vortex Grenade
After exploding, your grenade creates a vortex of void energy in a 15 foot diameter sphere that remains until the start of your next turn. When a creature ends its turn in the vortex or enters it for the first time on a turn, it must make a Dexterity saving throw against the grenade as if you had targeted it with the grenade.
Previous Versions
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8/25/2021 3:13:36 PM
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Coming Soon
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