Sniping Darkweaver Rogue (3.5e Prestige Class)
Darkweaver Rogue[edit]
Darkweaver Rogues are highly trained and skilled at ranged sneak attacks. they are very intelligent and cunning but choose to keep their distance in battle, they prefer to stay back and support their teammates from afar. In addition they're natural born predators and like to ambush their targets from above. they also become that of a Dragon gaining their abilities and enchantments that allow them to deal cold, fire, lightning as well as gaining the resistance of their chosen type. this is based of my character i created in a pc game called salasta. it was super fun to play and wanted to recreate it and make it playable in DND, just with some major buffs of course lol.
Making a Darkweaver Rogue[edit]
Alignment: Any. Race: Any Starting Age: Simple.
Class Features[edit]
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Darkweaver Rogues are proficient with all bows, crowsbows and gain proficiency with 3 Ecotic bows or crossbows of their choice. Rogues are proficient with light armor, but not with shields.
Sneak Attack: At 1st level you gain Sneak Attack. If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 2d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trap Finding At 1st level Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Snipers Shot At 1st level Darkweaver Rogues gains snipers shot. As a full-round action or part of a sneak attack you may make a ranged attack that allows you to deal precision-based extra damage up to a distance equal to your weapon’s range increment. You may only make this attack with bows and crossbows. Precision-based damage includes sneak attacks, a ranger’s favored weapon bonus, ass well other other feats or abilities that would add to your attack. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Evasion At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. If a rogue already has Evasion from a different class she automatically gains improved Evasion (see below) instead.
Trap Sense At 2nd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. These bonuses rise to +4 when the rogue reaches 4th level, to +6 when she reaches 8th level. this doesn't stack with other rogue levels.
Dragon traits At 2nd level a Darkweaver rouges becomes one with with a dragon of their choice to gain specials abilities and enhancing their skills. first you must select one of the listed dragon types below, and only one. this choice will grant you special traits, abilities and enhancements of your chosen dragon type and every second level you will further grow in your chosen dragon type.
Bonus Feat At 3erd level and every second level after. A Darkweaver Rogue gains a bonus feat or can select one of the rogue special abilities instead.
Uncanny Dodge Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Dragon Enhancement At 4th level A Darkweaver Rogue can now enhance her bows to deal the same damage type as her chosen dragon type, this does 2d6 damage and increases by 1d6 every second level, 3d6 at level 6 and 4d6 at level 8 and your attack now applies an additional ability of your chosen type. see fire/cold and lightning shot below. this can be used once per turn with a full round action or as part of a sneak attack. your conditions are as listed as below. at level 8 you gain one of your chosen elemental shot abilities and can use this 3 times per day + your intelligence modifier.
Fire Shot now appies burning to your target, in addition your fire shot deals splash damage to everyone within a 10 foot radius centered on your target. you can choose to add this to your shot or not. they are now on fire and take 1d6 fire damage every turn or until they put out the fire
Cold Shot now freezes your target, in addition your cold shot now freezes the ground in a 10 foot radius centered on your target. everyone in the radius must make a dc 22 reflex saving throw or fall prone. this last for an many rounds as your intelligence modifier and anyone moving in or out of the radius must make a dc 22 reflex saving throw or fall prone as the ground is now considered frozen and slippery. you can choose to add this to your shot or not. on a failed save they are now frozen, dc 22 strength check to break free.
Lightning Shot, you deal an 1d6 lightning damage and this can chain up to 3 additional targets within a 15 foot radius of each target dealing 1d6 to each target or you can choose one target to take an additional 3d6 lighting damage.
you can now breath weapon of your chosen dragon type. you can use your breath weapon once per day and as a last resort, you can use it one more time. but the strain causes you fall to your knees and lose consciousness for 1d6 rounds or 10 minutes and are considered fatigued until a short or long rest. you may only select one type. this can crit on a natural 20.
Dragon Improvement At 6th level your dragon abilities improve, you also gain scales, hornes and a tail if you choose. this is optionional. your tail cannot attack.
Predator (Ex): At 8th level A Darkweaver rogue can now Pray on their enemies from above and hit them where it hurts, you gain a +5 to your attack while you are at least 5 feet above your target and 30 feet away and with in range of your chosen bow type, if you are 15 feet above your target ( does not have to be directly above your target ) you ignore 3/4 cover and at 30 feet above if you have line of sight on your target you ignore all cover as you are looking down on them. you also now add your Dex modifier to your damage.
Darkweaver At 8th level a Darkweaver rogue gains wings of her chosen Dragon form and a fly speed of her base land speed. as a free action she can put them away and have them hidden and bring them out as she chooses.
Darkweaver Dragon types
Red Dragon ( fire ) Starting at level 2 you gain your first dragon ability. you gain 5 fire resistance you are also unaffected by hot and volcanic terrain , this increases by 5 every second level. at level 4 you gain your breath weapon that acts like cone of fire deals 4d6 fire damage, dc 10 + Dex modifier + character level to save for half damage at level 6 you deal 6d6 and 8d6 at level 8. at level 6 you can choose to further burn your target that deals and additional 2d6 and 4d6 at level 8. dc 10 + dex modifier + character level to save for half damage. this lasts for as many rounds as your intelligence modifier or until they are able to stop the burning.
White Dragon ( cold )
Starting at level 2 you gain your first dragon ability. you level 2 gain 5 resistance you are also unaffected by slippery and icy terrain and cold elements and when in your natural habitat you gain +2 naturel armor and 10 movement speed, your ristancess increases by 5 every second level.
at level 4 you gain your breath weapon that acts like cone of cold deals 4d6 cold damage, dc 10 + Dex modifier + character level to save for half damage. at level 6 you deal 6d6 and 8d6 at level 8. at level 6 you choose to freeze them and knocking them prone for as many rounds as your Intelligence modifier or untill they make their save and push them back 15 feet on a failed dc 10 + dex modifier + character modifier, at level 8 it now creates a frozen slippery surface 30 foot radius centered on the first person targeted, even on a successful save this still goes off, everyone in the area needs to make a dc 10 + Dex modifier + character level or fall prone. moving in or out of the radius you need to make a save or fall prone.
Blue Dragon ( lighting ) Starting at level 2 you gain your first dragon ability. you gain 5 lightning resistance, this increases by 5 every second level. when in your natural habitat you gain +2 naturel armor and 10 movement speed. at level 4 you gain your breath weapon that acts like cone of cold deals 4d6 cold damage, dc 10 + Dex modifier + character level to save for half damage. at level 6 you deal 6d6 and 8d6 at level 8. at level 6 you can choose to breath out a cone of chain lightning that deals an additional 2d6 lightning damage to the next target it chains to, each target needs to be within 15 feet of the last target and it can split into multiple directions as long as someone is within that 15 foot range. you can chain up to as many targets as your Intelligence modifier. dc 10 + Dex modifier + character level to save for half damage.
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