Shadow Rogue (5e Class)
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Shadow Rogue[edit]
Rogue Variant
Those who specialize in the grim art of death are called shadow rogues. They tend to strike their foes from the shadows, and are known to be able to bend the power of the Shadowfell to their whim. They use these powers to inflict wounds on others, control shadows, and protect themselves. They can be greedy, cold-hearted, secretive, or practical, but regardless of how a shadow assassin acts, they all embrace darkness and misfortune as natural things in people's lives.
Creating a Shadow Rogue[edit]
Answer some questions when creating your shadow rogue. Think on why have you undertook the training to operate in the shadows and manipulate them, and how did you gain these abilities. Commonly, shadow rogues are educated in the shadow arts, learning how to bend the darkness at their will. Some learn this power by themselves, while others are members of a group or order that hold those secrets and teach to candidates at shadow rogues, asking only the completion of missions in return.
- Quick Build
You can make a Shadow Rogue quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by charisma. Second, choose the Criminal background.
Class Features
As a Shadow Rogue you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Shadow Rogue level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadow Rogue level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Charisma
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
- Leather armor, two daggers, and thieves' tools
- an arcane focus
Level | Proficiency Bonus |
Features | Sneak Attack |
---|---|---|---|
1st | +2 | Sneak Attack, Thieves Cant, Expertise | 1d6 |
2nd | +2 | Cunning Action | 1d6 |
3rd | +2 | Roguish Archetype, Shadow Blade | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Uncanny Dodge | 3d6 |
6th | +3 | Shadow Step | 3d6 |
7th | +3 | Evasion | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | Roguish Archetype feature | 5d6 |
10th | +4 | Dominating Darkness, Imperial Vision | 5d6 |
11th | +4 | Reliable Talent | 6d6 |
12th | +4 | Ability Score Improvement | 6d6 |
13th | +5 | Roguish Archetype feature | 7d6 |
14th | +5 | Shadow Warrior | 7d6 |
15th | +5 | Unseen | 8d6 |
16th | +5 | Ability Score Improvement | 8d6 |
17th | +6 | Roguish Archetype feature | 9d6 |
18th | +6 | Shadow Stalker | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | Shadow Shift | 10d6 |
Sneak Attack[edit]
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. You can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of you and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shadow Assassin table.
Thieves' Cant[edit]
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Expertise[edit]
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Cunning Action[edit]
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Roguish Archetype[edit]
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
You can choose the same archetypes available to the Rogue class.
Shadow Blade[edit]
Starting at 3rd level, you can use the power within you, 25 gp worth of incense, and a symbol of darkness or holy symbol to bond with the blade over the course of 8 hours. At the end of the ceremony, the materials are consumed and the weapon becomes your shadow blade. You cannot be disarmed while you are wielding this weapon. You can use your bonus action conjure it to your side.
This weapon counts as a magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can't have more than one shadow blade at the same time.
Furthermore, when you are in an area of dim light or darkness, you roll a critical with a roll of 19-20 on the d20 with this weapon.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You can also choose to add a Feat instead of increasing your ability score
Uncanny Dodge[edit]
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Shadow Step[edit]
Starting at 6th level, you have figured out how to travel distance using the Shadowfell, and the shadows that smudge the barrier between the two planes. As a bonus action, you can teleport up to 30 feet, so long as you are in dim light or darkness, and your selected space is unoccupied, and in dim light or darkness. You then have an advantage on the first melee attack you make before the end of your turn. You can perform this ability the number of times equal to the Charisma modifier, before needing a short or long rest.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Dominating Darkness[edit]
Starting at 10th level, you may cast the darkness spell once, without spending a spell slot. You must finish a short or a long rest before you can use this feature again.
Imperial Vision[edit]
Starting at 10th level, you can see through regular and magical darkness up to a range of 120 feet.
Reliable Talent[edit]
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Shadow Warrior[edit]
At 14th level, as an action you can activate the power of the blade. For 1 minute, whenever you are in an area of dim light or darkness, the blade grants you advantage on attack rolls made with it. You can use this feature once, regaining the ability to do so after completing a short or a long rest.
Unseen[edit]
Starting at 15th level, you are now considered to be under the effects of nondetection at all times.
Shadow Stalker[edit]
At 18th level, when you are in darkness, you may use your bonus action to become invisible. As long as you remain in darkness, or until you make an attack or cast a spell, you remain invisible.
Shadow shift[edit]
At 20th level, you have become so attuned to the Shadowfell, that you can create small pools of shadows around yourself at will. You can now use Shadow Step in any lighting conditions, not just darkness.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Shadow Rogue class, you must meet these prerequisites: Dexterity 13, Charisma 13
Proficiencies. When you multiclass into the Shadow Rogue class, you gain the following proficiencies: same as rogue.
Restriction. You can't multiclass into the rogue class.
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