Veilseer (5e Subclass)
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Veilseer[edit]
Rogue Subclass
The Vielseer is a rogue who thrives in the dimmest corners of the world, combining the art of stealth with unparalleled perceptiveness. Shrouded in darkness, these cunning individuals are not merely assassins; they are skilled investigators and tacticians who gather secrets and exploit weaknesses.
Harnessing the power of shadows, they can become completely invisible in low light, slipping past foes unnoticed. Their sharp insight allows them to read their enemies and the environment, making them masters of ambush and deception. Whether tracking a target through the gloom or unearthing hidden truths in a crowded city, they walk the line between shadow and light, ever vigilant and always prepared.
In the hands of a Vielseer, darkness becomes an ally, and every whispered secret is a weapon.
Cloak of Shadows[edit]
Level 3
- Darkvision
- You gain darkvision up to 60 feet. If you already have darkvision, its range increases by 30 feet.
- Cloak of Shadows
- When you are in darkness (cannot work in dim lighting), you can become completely invisible. This invisibility lasts even when you make an attack, cast a spell, but not when you move into bright or dim light. While invisible, you can attempt to hide even if you are not obscured. However, if you were to attack from the darkness, as long as the enemy has a general idea of your direction, they have a disadvantage in attacking against your invisible form.
- Insightful Observation
- You gain proficiency in Insight and Investigation skills. If you already have proficiency in either, you gain expertise with that skill.
Ambush Master[edit]
Level 9
- Tactics Fighting
- As a bonus action, you can make a Wisdom (Perception) check against a creature you can see against their Charisma (Deception). On a success, you can deal your Sneak Attack damage against that creature, even if you don’t have an advantage for 1 minute. If you use Tactics Fighting on another creature, redo the check. If the current creature, with Tactics fighting, is still alive your advantage on them is removed but can be applied again.
- Ambush Master
- If you surprise a creature, you can make one additional attack as part of your surprise round. This attack can benefit from your Sneak Attack if applicable.
- Heightened Insight
- When you deal Sneak Attack damage, you can impose a disadvantage on the target’s next attack roll against you until the end of your next turn.
Shadowmeld[edit]
Level 13
- Evasion of Shadows
- While in dim light or darkness, you gain an advantage on saving throws against spells and effects that would cause you to be frightened, paralyzed or charmed. If you succeed on a saving throw against such an effect, you can immediately use your reaction to teleport up to 10 feet to an unoccupied space you can see that is also in dim light or darkness. Can be used equal to PB.
- Shroud of Shadows
- As a bonus action, you can create a 10-foot radius area of dim light around you that lasts for 1 minute in combat, 1 hour out of combat. While in this area, you and your allies gain advantage on Dexterity (Stealth) checks, and you can use your Sneak Attack against a creature even if you don't have advantage, as long as you are in the dim light.
- Shadow’s Transit
- As a bonus action, you can designate one ally within 60 feet. That ally can teleport up to 30 feet (of the ally location) to an unoccupied space they can see that is in dim light or darkness. This teleportation does not provoke opportunity attacks. After using this ability, the ally gains advantage on their next attack roll or ability check before the end of their next turn. Can be used equal to pb.
Master Shadows[edit]
Level 17
- Shadow Teleportation
- As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.
- Veil of Resilience
- You gain resistance to necrotic and psychic damage. Additionally, when you are reduced to 0 hit points, you can make a Dexterity saving throw. On a success, you drop to 1 hit point instead.
- Veil of Night
- You can envelop yourself in shadows, turning your body into a tiny liquidated shadow for 1 minute, becoming completely invisible in bright light, dim light, or darkness.
- You can move and carry items half your character weight or roll athletics the number would be equal to the weight of the object inKg.
- You cannot fight in this form, but you can see, hear, speak, move, carry, write, jump, climb, etc.
- Your Ac will remain the same but your health is 1HP. If you receive damaged in this form you revert back to your original form but you do not minus any health.
- Your Size is tiny and your speed remains the same (walking, climbing, swimming, flying, etc.)
- During this time, you can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage and are pushed out into the nearest unoccupied space.
- Can be done equal to your proficiency bonus and regain after a long rest.
- Veilpiercer
- While cloaked, your attacks deal an additional 4d6 psychic damage. If you hit a creature while invisible, you can impose disadvantage on their attack roll against you for 1 minute. You can use this feature once per long rest.
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