Shadow Archer (5e Subclass)
From D&D Wiki
Shadow Archer[edit]
Rogue Subclass
Shadow Archers are rogues capable of weaving shadows in the form of illusory projectiles, capable of breaking the minds of their enemies, killing them by placing them into a permanent torpor, covering their sight in darkness and overwhelming them with fear.
- Gloom Wanderer
Starting at 3rd level, you have Advantage on Dexterity (Stealth) checks and on Strength checks made to move made when you are in an area of dim light or darkness.
- Shadow Arrow
You can weave shadows in the form of an arrow, which you can fire from any bow. These arrows are projectiles that are formed when you make the attack. On a hit, they the same damage as a normal projectile, but the damage type is psychic, rather than piercing (including the sneak attack damage.
When you hit a creature standing in an area of dim light or darkness with such arrows, you can cause your Sneak Attack damage.
- Darkness Ring
Starting at 3rd level, you when you hit a creature with a shadow arrow, you can cause the darkness that make that shadow to spread around your target, cloaking its vision. The creature hit by the arrow must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the end of your next turn.
The creature can make another saving throw in each of its turns to end the effect. The shadow is also dispelled by Dispel Magic, Remove Curse, or by a spell that creates light of 1st-level or higher.
Once you use this feature, you can't do it again until you finish a short or a long rest. You can use this feature twice between rests at 9th level, three at 13th level, and four at 17th level.
- Darkness Spawn
At 9th level, you can see normally in normal or magical darkness, and gain Advantage on Wisdom (Perception) checks made when you are in complete darkness.
- Nyctophobia
At 13th level, your arrows instill the fear of the dark on your targets. When you hit a creature with a shadow arrow while that creature is in an area of dim light or darkness, that creature is frightened until the end of your next turn, or until it is no longer in an area of darkness.
- Umbral Self
At 17th level, your nature change forever, as you assume the aspect of a shadow. While in an area of darkness, you don't age, as your biological clock stops when you are covered in shadows.
Finally, while in an area of dim light or darkness, your movement doesn't make a sound unless you want to, and you ignore non-magical difficult terrain and you can move through a space as narrow as 1 inch wide without squeezing.
Back to Main Page → 5e Homebrew → Character Options → Subclasses