Rogue is under Reconstruction!
Apologies for the mess!
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Rogue |
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Rogue: Roguish Archetype: Shadowdancer |
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The Shadowdancer does not merely hide
in the dark, they belong to it. These rogues have a supernatural connection
with shadows that allow them to be deadly any place darkness reaches. |
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Shadowdancer Features |
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One with Shadows When you become
a shadowdancer at 3rd level, you learn to hide in
shadows, granting you the following benefits: •
You have darkvision to a
range of 60 feet. If already have darkvision, your darkvision instead increases by 30 feet. •
While you are in an area of darkness,
you can use an action to become invisible until you attack, deal
damage, force someone to make a saving throw, or you are no longer in an area
of darkness. You cannot use this ability if you are grappled. •
While you are in dim light or darkness
and use your ‘deflect attack’ feature to reduce a damage roll to 0, you can
immediately turn invisible until the end of your next turn or until
you attack, deal damage, force someone to make a saving throw, or you are no
longer in an area of darkness. You cannot use this ability if you are grappled. Shadowstrike As a shadowdancer, you can magically teleport up to 10 feet
adjacent to a creature before you make an attack. You can make this movement
as part of making the attack. Both you and the target must be in darkness for
you to use this ability. Sneak Attack: Shadowstrike When you make your
sneak attack with melee weapon against a target that is in dim light or
darkness, you can instead make a special sneak attack, a shadowstrike: •
Shadowstrike. In addition to the
sneak attack damage, the target must succeed on a Charisma saving throw or
become blinded and unable to speak while in darkness or until
the beginning of your next turn. The additional sneak attack damage is
necrotic damage. Shadowstep Beginning at 10th
level, you can step through shadows. When you take the hide action on your
turn, you can also teleport up to 500 feet. You must be in dim light or
darkness when you use this feature. If the point you choose to teleport to is
not in dim light or darkness, you instead teleport to the nearest point that
is in dim light or darkness. You can use
this feature once between short or long rests. Black Breath Starting at
18th level, can turn darkness against your enemies. As a bonus action, you
can target one creature you can see within 60 feet of you. The creature must
make a Constitution saving throw. On a failed saving throw, the target takes 2d10
necrotic damage and becomes blinded and weakened until the end
of your next turn and both you and the target also count as if you are in
darkness for your ‘shadowdancer’ features. |