Rogue is under Reconstruction!

Apologies for the mess!

 

Rogue

 

Rogue: Roguish Archetype: Shadowdancer

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.

 

Shadowdancer Features

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 can use a bonus action to take the hide action as part of this action. 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 also teleport up to 10 feet adjacent to a target of one of your attacks. Both you and the target must be in darkness for you to use this ability.

Sneak Attack: Shadowstrike

When you take the attack action with a melee weapon, you can replace one attack with a special melee attack, a shadowstrike:

          Shadowstrike. Both you and the target must be in darkness for you to use this attack. On a hit, you can add a number of d6 equal to your sneak attack value to the damage roll and the target must make a Charisma saving throw or become weakened until the beginning of your next turn. The additional 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 3d10 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.