Dark One (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Dark One[edit]

A rogue whom is evil isn’t uncommon. But one who uses the dark not only to hide but to escape? Melting with the shadows, he can move quickly.

  • Note*: character does not need to be evil alignment for this class.

Assassinate in the Shadows[edit]

At 3rd level, you can use your action to hide in the shadows. This action makes you invisible until you cast a spell, take the attack action or damage another creature. You can use your cunning action to teleport to an unoccupied space, that you can see, within 60 feet. Both your current location and the destination must be in dim light, darkness, or be at least lightly obscured. You can only use this feature once per long rest. This increases at higher levels to twice at 9th level, three times at 13th level and you can use it an unlimited number of times at 17th level.

Bonus Proficiency[edit]

When you choose this archetype at 3rd level, you gain proficiency with two skills of your choice.

Insightful Manipulator[edit]

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Intelligence score Wisdom score Charisma score Class levels (if any) At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

Misdirection[edit]

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack, while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit[edit]

Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.



Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: