Rogue

Rogues are experts of subtleness, opportunism and malice. Be it in the gaps of a steel cuirass, in the pins of a lock or in the hesitation of a speech, the rogue knows a weak spot when they see it, and even better, knows how to best exploit it.

Every city has its portion of rogues. Many live a life of crime as thieves, burglars or charlatans, while some use their talents as spies, scouts or bounty hunters. Acting in or out of the law, the rogue knows how to best navigate the underworld of crime with their singular skills.

Always walking on a razor’s edge, rogues are used to escaping dangers and triumphing on impossible situations thanks to their cunning mind, agility and precision, though a bit of luck doesn’t hurt.

Rogue
Level Proficiency Bonus Features Sneak Attack Known Stunts
+2 Sneak Attack, Underworld Agent 1d6/1d8 -
+2 Scoundrel’s Tricks, Cunning Action 1d6/1d8 -
+2 Roguish Stunts, Roguish Archetype 2d6/2d8 2
+2 Additional Trick, Ability Score Improvement 2d6/2d8 2
+3 Uncanny Dodge, Opportunist 3d6/3d8 2
+3 Additional Trick, Archetype Feature 3d6/3d8 2
+3 Evasion, Underworld Professional 4d6/4d8 3
+3 Additional Trick, Ability Score Improvement 4d6/4d8 3
+4 Archetype Feature 5d6/5d8 3
10° +4 Ability Score Improvement, Lethal Opportunism 5d6/5d8 3
11° +4 Improved Stunts, Reliable Talent 6d6/6d8 4
12° +4 Underworld Specialist, Ability Score Improvement 6d6/6d8 4
13° +5 Archetype Feature 7d6/7d8 4
14° +5 Slippery Mind 7d6/7d8 4
15° +5 Improved Lethal Opportunism 8d6/8d8 5
16° +5 Underworld Master, Ability Score Improvement 8d6/8d8 5
17° +6 Archetype Feature 9d6/9d8 5
18° +6 Elusive 9d6/9d8 5
19° +6 Ability Score Improvement 10d6/10d8 5
20° +6 Strike of Luck 10d6/10d8 5

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Class Features

As a rogue, you gain the following class features:

Hit Points

Hit Dice:1d8 per rogue Level

HP at 1st level: 8 + your Constitution modifier

HP at higher levels: 1d8 (or 5) + your Constitution modifier

Proficiencies

Armor: Light armor

Weapons: Simple weapons, ranged martial weapons and martial weapons with the finesse property

Tools: Thieves’ tools, disguise kit, forgery kit, poisoner’s kit

Saving Throws: Dexterity, Intelligence

Skills: Choose four among Acrobatics, Athletics, Deception, Stealth, Intimidation, Insight, Investigation, Perception, Persuasion, Sleight of Hand and Performance.

Equipment

You gain the following equipment, in addition to any equipment granted by your background:

  • (a) a rapier or (b) two short swords

  • (a) a short bow and a quiver with 20 arrows or (b) a hand crossbow and a quiver with 20 bolts

  • (a) a burglar’s pack, (b) an adventurer’s pack or (c) a dungeoneer’s pack

  • Leather armor, two dagger and thieves’ tools

Sneak Atack

You know how to turn a subtle strike into a lethal hit. Once on your turn, when you hit a Dexterity based attack, you can cause additional damage against the target. The extra damage is the same type as the weapons’ according to the following conditions:

  • Backstab. You are flanking or partially flanking the target.

  • Exploit Advantage. You have advantage in the attack.

If one condition is met, you cause additional damage equal to half your rogue levels (round up) in d6s. If both conditions are met, you cause additional damage equal to half your rogue levels (round up) in d8s

Underworld Agent

You know Thieves’ Cant, or can speak, read and write one language of your choice, if you already know it. Additionally, you can spend 1 hour in an urban environment to know the illegal activities held within 1 mile.

Scoundrel’s Tricks

At 2nd level, you gain expertise with a skill you’re proficient with among the following. You double your proficiency bonus in checks made with the chosen skill and gain a benefit according to your choice:

  • Acrobatics- Rolling. When you take fall damage, you may use your reaction to reduce the damage by an amount equal to your Dexterity (Acrobatics) bonus.

  • Athletics- Free run. You may use Dexterity instead of Strength for any Athletics checks when climbing or jumping.

  • Deception- Support Story. Once a scene, when an ally you can hear fails a Deception check, you can use a lie to support their false narrative, replacing their result with a Deception check of yours.

  • Insight- I’ve Used That One. Your ability to discern lies comes more from your experience as a lier than anything. You may use Charisma instead of Wisdom for any Insight check when trying to tell if someone is lying.

  • Intimidation- Veiled Threat. Whenever you make an Intimidation check verbally threatening a creature, you may make so that any creatures whose Passive Insight scores are lower than your Intimidation checks are unaware of your threat.

  • Investigation- Healthy Suspicion. Whenever you spend at least 1 minute searching for traps with an Investigation check, any result 7 or lower becomes an 8.

  • Perception- Cat’s Eyes. You gain darkvision with a 30 feet range. If you already have darkvision, you gain blindsight with a 5 feet range.

  • Persuasion- I Know a Guy. One per adventure, you may declare that an acquaintance from your past appears or is present at the scene.

You may give their general

description to the DM,

and they will provide

greater

details

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and minor adjustments so that the ally betters fits the narrative.

  • Sleight of Hand- Kleptomaniac. Once per session, you may declare that your character possesses a non-magical object worth no more than 10 gold pieces.

  • Stealth- Now You Don’t. Once per scene in an urbane environment, you may declare that there is an element which you can use to hide, such as a small crowd, an alcove or a carriage.

You choose and gain the benefits of an extra specialization at the 4th, 6th and 8th level.

Cunning Action

You think quickly and act even faster. You can take the actions Dash, Disengage or Hide with a bonus action.

Roguish Stunts

At the 3rd level, you learn to debilitate your opponents in diverse ways using your cunning mind in combat. You learn two stunts, which are listed at the end of the class description. If a stunt has a prerequisite, you must meet them with rogue levels. You learn another stunt at 7th, 11th and 15th level. When you gain a level in this class, you may substitute a stunt you know with another one you are able to know at that level.

Using Stunts. When you use Sneak Attack against a creature, you may renounce one or more sneak attack dice, removing them from the extra damage, to apply a stunt. You must renounce the number of dice specified between parenthesis of a stunt before rolling them and can apply only one stunt per attack.

Saving Throw. Some stunts require targets to make saving throws. The DC for those saving throws is 8 + your proficiency bonus + you Dexterity modifier.

Arquetype Stunts. Each rogue archetype concedes additional stunts. You learn those stunts when reach it’s prerequisites and they don’t count for the total number of stunts you know.

Rogue Archetype

At the 3rd level, you gain one Rogue subclass of your choice: Thief, Assassin, Mastermind, Swashbuckler or Shadowdancer. Subclasses are detailed at the end of the class description.

You archetype concedes features at certain rogue levels, as indicated in the class table.

Ability Score Improvement

At the 4th, 8th, 10th, 12th, 16th and 19th level, two ability scores of you choice increase by 1, or one ability score increases by 2, at your choice. Alternatively, you may gain a Feat of your choice.

Uncanny Dodge

At 5th level, when an attacker you can see hits you, you may use your reaction to reduce the damage taken by you by half.

Opportunist

At the 5th level, you are agile enough to immediately exploit a vulnerability when it arises. Whenever a creature within 15 feet gets stunned, incapacitated, prone, blind, poisoned or restrained, you may use your reaction to move up to 15 feet towards them and attack them.

Evasion

At the 7th level, you learn to dodge out of dangerous threats. When you make a Dexterity saving throw to receive only half damage from an effect, you instead receive no damage if you pass the saving throw and only half if you don’t. You can’t use this feature if you are incapacitated.

Underworld Professional

At the 7th level, you not only know how to navigate the criminal underworld but are relevant in it. Whenever you use Underworld Agent, you learn the common illegal activities of all the urban environment you’re on. Additionally, you can use the local underworld to acquire information. You can make a question about the local you are investigating to receive an answer from the DM according to the knowledge of peasants and merchants and criminals of low status.

 

 

Lethal Opportunism

At the 10th level, your habit of searching for weaknesses rewards you further. You can use your Sneak Attack feature outside of you turn. When you do so, add only half of your Sneak Attack damage (round up) to the attack.

At the 15ht level, the additional damage isn’t reduced anymore.

Improved Stunts

At the 11th level, you may use two stunts in a single attack, paying the cost for each.

Reliable Talent

At the 11th level, you refined your skill to perfection. Whenever you make a check with a skill you’re proficient with, you can turn any result of a 9 or lower in the d20 as a 10.

Underworld Specialist

At the 12th level, your name is famous in the underworld across kingdoms. When you use Underworld Agent, you can make two questions and your informant network expands to englobe merchants, mercenaries and criminals of some renown.

Additionally, once per adventure, you can choose to discover a scandalous secret of an affluent member of society such as a baroness, wealthy merchant or charismatic bishop. This figure probably is willing to do a favor for you that doesn’t represent great risk so that you keep your mouth shut.

A misconducted negotiation, though, may end in trouble. If you choose a specific figure that doesn’t have any great controversial secret, you may use this feature again in another scene.

Slippery Mind

At the 14th level, your mind becomes exceptionally hard to control. You gain proficiency in Charisma and Wisdom saving throws and magic can’t read your mind or make you tell the truth.

Master of the Underworld

At the 16th level, every criminal minimally relevant knows your name and greatest deeds. When you use Underworld Agent, you may make up to three questions, and your network expands to members of the high society such as nobles, wealthy merchants and crime lords. Additionally, you may learn the secrets of figures of global importance such as queens, saints or legendary heroes.

Elusive

At the 18th level, you become so evasive that you’re almost impossible for your weaknesses to be exploited. No attack can have advantage against you unless you are incapacitated.

Stroke of Luck

You have an almost supernatural gift to triumph when you need the most. Once, when you fail a test, you may turn you d20 roll into a 20, and recover that ability in a short or long rest.

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Rogue Archetype

Different rogues apply their talents in varied directions, summarized in archetypes. Your choice reflects your favorite techniques.

Thief

You sharpened your skill at the larcenous arts. While not all thieves are criminals, most take the lives of robbers, cat burglars and treasure hunters. Your skillset concedes superior agility and stealth, in addition to useful tricks when entering dangerous ruins and using artifacts.

Fast Hands

As a bonus actions, you can take the Use an Object action or make Dexterity (Sleight of Hand) checks to pick a lock, disarm a trap or pickpocket an item.

Thief’s Tricks

You gain a climbing speed equal to your walking speed. Additionally, you gain one additional rogue expertise among the following: Acrobatics, Athletics, Investigation, Sleight of Hand or Stealth.

Astounding Coordination

At the 6th level, you can switch weapons and equipped tools very quickly. You can change your equipped items before or after you take any action, bonus action or reaction.

Thief’s Talent

At the 9th level, you gain another rogue expertise among the following: Acrobatics, Athletics, Investigation, Sleight of Hand or Stealth. Additionally, you gain proficiency in two skills of your choice.

Use Magic Artifact

At the 13th level, you have learned how to explore the potential of magical items. You can attune to four magic items and ignore any class or race requisites of a magic item.

Thief’s Reflexes

At the 17th level, you are adept at making ambushes and rapidly escaping danger. During the first combat round, you can take two turns: one at your normal initiative and another at your initiative minus 10.

Thief Stunts

Slice and Swipe (1)

Make a Dexterity (Sleight of Hand) against the target’s Passive Perception. On a success, you steal an object accessible to the target that fits in your hands.

Thief’s Evasion (2)

Prerequisite: 7th level

The next attack the target makes against you the next turn has disadvantage

Unseen Strike (3)

Prerequisite: 11th level

If you are hidden from the target, make a Dexterity (Stealth) check against the target’s Passive Perception. On a success, you keep hidden from the target after the attack.

Lightning Hands (4)

Prerequisite: 15th level

On this turn, you can use a bonus action to activate a magic item that would take 1 action to use. If the magic item targets creatures, you must include the attack’s target in the area of it’s effect.

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Tools of the Trade

You gain expertise with poisoner’s kit and disguise kit.

Assassinate

You are adept at attacking from the shadows, gaining the following benefits:

Vigilant. You add your proficiency bonus to initiative rolls.

Blade in the Dark. During the first round of a combat, you gain advantage in attacks against any creature that didn’t take a turn yet. If you hit a Sneak Attack against a creature during this round, increase the dice size in one category.

Favorite Method

In the 6th level, you specialized in one particular approach. Choose one of the following benefits:

  • Thousand Faces. You can spend a day and spend 25 gold pieces in an urban environment to create an alter ego for you, with appropriate documents, makeup and clothing. Creatures don’t suspect of your identify unless there is an obvious reason for it.

  • Serpent’s Path. You can create a number of basic poison doses in a short or long rest equal to your proficiency bonus. Choose an application method among injury, touch, ingestion or inhalation. In effect, the target must make a Constitution saving throw (DC equals 12 + your proficiency bonus) or receive 2d6 poison damage. The poison loses its effect if it isn’t used until the start of your next rest.

 

 

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Versatile Assassin

At the 9th level, you gain the benefits of the other approach of the Favorite Method feature.

Specialized Method

At the 13th level, you enhance your favorite approach further. Choose one of the following benefits:

  • Master of Disguises. If you possess a disguise kit, you can use an action to switch your current clothing and armor for any disguise. The disguise can be of your alter ego or one of a farmer, noble, merchant or other typical nonspecific figure that doesn’t wear armor.

  • Master of Poisons. Poisons you create ignore targets’ poison damage resistance and cause 1d6 additional damage.

Death Strike

Starting at 17th level, when you hit a Sneak Attack on the first round of combat, the target must make a saving throw against your stunt DC or receive double damage from your attack.

Assassin Stunts

Persistent Wound (1)

You leave a cruel wound upon your target. Their hit points are reduced by the same amount of damage you caused with this attack until they finish a short or long rest.

Marked for Death (2)

Prerequisite: 7th level

Until the start of your next turn, whenever the target receives damage from a weapon attack, they receive 1d6 extra damage from the same type.

Catalyzed Poison (3)

Prerequisite: 11th level

The target must make a Constitution saving throw if your weapon is coated in poison. On a failure, they receive 3d6 poison damage at the start of each of their turn. The target makes additional saving throws at the end of each of it’s turns, reducing the damage received by 1d6 for each success.

Coup de Grâce (4)

Prerequisite: 15th level

You attempt to strike the final blow against the target. Roll 8d6 immediately after causing damage with this attack. If the target has that amount of hit points or less, they instantly die.

 

 

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Swashbuckler

Your training is focused on the art of the blade, using speed, elegance and charm in your singular style. You triumph particularly in duels, with your flourishes and maneuvers composing a extravagant performance.

Confidence

At the 3rd level, you learn how to wield audacity as a valuable weapon. You gain Confidence in the following ways:

Stylish Evasion. When a hostile creature attacks you and misses by 5 or more.

Stylish Execution. When you realize an attack or check and its result is higher than the difficulty by 5 or more.

Confidence lasts for 10 minutes after it is obtained. While you have Confidence, your walking speed increases by 10 feet. Additionally, you can spend Confidence when attacking to meet one condition for your Sneak Attack to cause extra damage.

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Swashbuckler’s Panache

At the 6th level, you learn how to use confidence to improve your natural charm. Once per scene, you can spend Confidence to roll a Charisma check again.

Classical Training

At the 9th level, you complement your technique with more conventional methods of combat. Choose one of the following benefits. You can’t choose a Fighting Style with the same effect more than once, even if a feature allows you to choose another Fightins Style.

Whenever you gain a level in this class, you may switch your current Fightins Style for another one on this list.

Duelism

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

Elegant Maneuver

At the 13th level, your audacity enhances your coordination and agility. When you use the Opportunist feature and have Confidence, your movement doesn’t cause opportunity attack.

Master Duelist

At the 17th level, your mastery with the blade allows you to turn a missing strike into an elusite feint. You can spend Confidence when you miss an attack to roll the attack again.

Swashbuckler Stunts

Goad (1)

The target makes a Wisdom saving throw. On a failure, they have disadvantage on attacks against creatures other than you and can’t make opportunity attacks against them. This effect lasts until the end of their next turn.

 

 

Duelist Feint (2)

Prerequisite: 7th level

You gain advantage on your next weapon attack against the target you make before the end of your next turn.

Allure (3)

Prerequisite: 7th level

Each creature of your choice within 30 feet must make a Wisdom saving throw or become charmed by you until the end of your next turn.

Fool’s Stance (4)

Prerequisite: 15th level

Roll a d6. Until the start of your next turn, you gain a bonus to your AC equal to the result. Additionally, of an opponent misses an attack against you in that time, you can use your reaction to make a melee weapon attack against them.

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Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Adept of Intrigue

When you choose this archetype at the 3rd level, you gain expertise with disguise kit and forgery tools. You also gain proficiency with a gaming set of your choice, or expertise with a gaming set that you are already proficient with, and learn two languages of your choice. Finally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Adept of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Soul of Deceit

Starting at 6th level, your thoughts can’t be read by telepathy or other means, unless you allow it, and you can present false thoughts.

Additionally, no matter what you say, magic that would determine if you were telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.

Insightful Manipulator

Starting at 9th level, once per scene, 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.

Master of Tactics

At the 9th level, whenever you use the Help action, you can target two allies at the same range.

Misdirection

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.

Architect of Intrigue

At the 13th level, when you use your Underworld Specialist, you can discover a secret from two figures, instead of one.

 

 

Unveil Conspiracy

At 17th level, you learned to weave plots that reveal themselves only in the most opportune moment. Once per adventure, you can use an action to declare that a secret plan of yours is revealed to benefit the group. The DM can deny it or adjust it, but you can declare, for example, that a company of mercenaries arrives at a decisive moment to support the party or that you have acquired a teleportation scroll the last time you visited your archimage friend.

Mastermind Stunts

Sabotage Defenses (1)

You use your attack to confuse the target. They make an Intelligence saving throw. On a failure, the first time the target makes a saving throq until the start of your next turn, they must subtract 1d6 from their result.

Tactical Maneuver (2)

Prerequisite: 7th level

Your strategic mind helps you and your allies with your tactics. Immediately after you attack, an ally that can see or hear you within 30 feet can use their reaction to move 15 feet without provoking opportunity attacks. If they finish their movement next to a creature that has you within their melee range, you can then move 15 feet without provoking opportunity attacks from them.

Incite Paranoia (3)

Prerequisite: 11th level

The target makes a Wisdom saving throw. On a failure, they must use their reaction to make a melee attack against a creature of your choice within their reach.

Plot Gambit (4)

Prerequisite: 15th level

The target makes an Intelligence saving throw. On a failure, they automatically fail the next saving thow it makes against a stunt of yours in the next minute.

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Shadowdancer

While most rogues trust the shadows to hide them, a few learn to wield them to gain further advantage. Known as shadowdancers, those enigmatic rogues study arcane magic and learned how to detach their own shadows from their bodies to torment their opponents and triumph in the dark. Be it casting shadows, weaving illusions or dancing with their own silhouette in battle, shadowdancers obscure the lines of what is considered impossible.

Spellcasting

When you adopt the Shadowdancer archetype, you learn spells to compliment your talents.

Cantrips. You learn three cantrips from the Shadowdancer spell list, and learn one more at the 10th level.

Mana. The Shadowdancer table shows how much Mana you have to cast spells. To cast a shadowdancer spell, you must spend an appropriate amount of Mana, as shown in the table, and you recover all Mana finishing a long rest.

Known Spells. You know three shadowdancer spells of 1st level. The table shows when you learn new spells, as well as the maximum spell level you can learn from each shadowdancer level.

When you gain a rogue level, you can replace a spell you know for another one from the shadowdancer list.

Spellcasting Ability. Intelligence is your spellcasting ability to cast shadowdancer spells. You use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence when establishing the saving throw DC or spell attack bonus for a shadowdancer spell.

Spell DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Animate Shadow

At the 3rd level, you can spend 2 Mana to detach your shadow from your body to 5 feet for 10 minutes as a bonus action. The game statistics for your shadows are in the end of this subclass’ description. The shadow returns to your body when destroyed and while your shadow is separated from your body, you gain susceptibility (1d4) to radiant damage. When it is destroyed, any damage beyond the necessary to reduce it to 0 hit points are transferred to you.

When you summon your shadow and with a bonus action on your turn, you can move your shadow for 30 feet, provided that it always stays within 60 feet of you.

 

 

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Shadowdancer Spellcasting
Level Cantrips Spells Known Maximum Spell Level Mana
3 3 4
3 4 4
3 4 6
3 4 6
3 5 8
3 6 8
3 6 9
10º 4 7 9
11º 4 8 12
12º 4 8 12
13º 4 9 14
14º 4 10 16
15º 4 10 16
16º 4 11 18
17º 4 11 18
18º 4 11 20
19º 4 12 22
20º 4 13 24
Mana Cost per Spell Level
1st: 2 Mana 2nd: 3 Mana 3rd: 6 Mana 4th: 7 Mana

Dance of Shadows

At the 6th level, you can spend 1 Mana to instantly switch places with your shadow when you use a bonus action to move it. Additionally, you can use a bonus action make your shadow attack or to see through their eyes and hear through their ears while you concentrate.

Magical Ambush

At the 9th level, if you are hidden from a target when you cast a spell against them, they have Disadvantage in any saving throw they make to resist the spells’ effects in the turn.

Shadow’s Subterfuge

At the 13th level, you enhance the physical aspect of your shadow. When you use a stunt, you can choose to affect a creature within 5 feet of your shadow instead of the target of your attack. Additionally, when you cast a spell, you can cast it from the location of your shadow.

Master Dancer

At the 17th level, you become a master in weaving shadows. You don’t need to spend Mana to use Animate Shadow, nor use your bonus action to move or switch places with it.

Animated Shadow

Undead, same size as you


Armor Class
10 + your proficiency bonus
Hit Points
Three times your Rogue Levels
Speed
30 feet

| STR | DEX | CON | INT | WIS | CAR |

|:—–:|:—–:|:—–:|:—–:|:—–:|:—–:|

|6 (-2)|14 (+2)|3 (+1)|10 (+0)|10 (+0)|8 (-1)|


Susceptibility
Radiant (1d4)
Resistances
Necrotic
Damage Immunity
Poison
Conditions Immunity
Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Skills
You Stealth and Sleight of Hand bonus
Senses
Darkvision 60 feet, Passive Perception 10

Amorphous. The shadow can squeeze through a spece of up to 1 inch.

:

Sunlight Susceptibility. While under sunlight, the shadow has disadvantage on attacks, saving throws and checks.

Actions

Shade Assault. Melee Weapon Attack: your proficiency bonus + your Intelligence modifier to hit, 5 feet reach, one target. Hit: 1d6 + your Intelligence modifier of necrotic damage.

Shadowdancer Stunts

Spell, Cloak and Dagger (1)

You can cast a Shadoweaver cantrip with the casting time of an action as a bonus action this turn, but it doesn’t gain additional effects at higher levels.

Cursed Dance (2)

Prerequisite: 7th level

You fragilize the target against the forces of shadow magic. If your shadow hits with an attack against the target until the end of your next turn, they receive 2d6 extra necrotic damage and is under the effect of a Bane spell until the end of their next turn.

 

 

Shadoweaver Spell List

Cantrips

-acid splash

-dancing lights

-friends

-frostbite

-gust

-mage hand

-message

-minor illusion

-poison spray

-prestidigitation

-ray of frost

-shocking grasp

1st level

-alarm

-bane

-cause fear

-charm person

-detect magic

-detect poison & disease

-disguise self

-dissonant whispers

-faerie fire

-feather fall

-fog cloud

-hideous laughter

-identify

-illusory script

-*jump *

-longstrider

-silent image

-sleep

-snare

-unseen servant

2nd level

-arcane lock

-blindness/deafness

-blur

-calm emotions

-crown of madness

-darkness

-darkvision

-hold person

-invisibility

-knock

-magic aura

-magic mouth

-mind whip

-mirror image

-misty step

-phantasmal force

-rope trick

-see invisibility

-shadow blade

-silence

-spider climb

-suggestion

3rd level

-blink

-counterspell

-dispel magic

-enemies abound

-fear

-hypnotic pattern

-major image

-nondetection

-sending

-summon shadowspawn

4th level

-charm monster

-confusion

-dimension door

-freedom of movement

-greater invisibility

-hallucinatory terrain

-phantasmal killer

Shadow Shift (3)

Prerequisite: 11th level

You jump to the shadow after attacking. If you use Shadow Dance to switch places with your shadow this turn, you may also cast the Invisibility spell with the same bonus action. You don’t need to know the spell to do so.

Steal Mana (4)

Prerequisite: 15th level

If the target is a spellcaster, he must make a saving throw with its spellcasting ability. On a failure, the target loses 5 Mana and you recover the same amount.

Stunt List

The stuns are presented in order of the level prerequisites. A level prerequisite refers to rogue levels. The amount of Sneak Attacks that you must renounce is specified within parenthesis.

Create Escape Route (1)

After attacking, the first 10 feet you move doesn’t provoke opportunity attacks from the target.

Low Strike (1)

The target must make a Dexterity saving throw or fall prone if it is Large or smaller.

Sand on the Eyes (1)

The target must make a Dexterity saving throw or have disadvantage on Opportunity Attacks until the start of your next turn.

Bleed (2)

Prerequisite: 7th level

You open a grievous wound with your strike. The target receives 2d6 necrotic damage at the start of each of their turns if they have blood. Recovering any amount of hit points closes the wound, as well as a Wisdom (Medicine) check against the CD of your stunts.

Hook (2)

Prerequisite: 7th level

After the attack, you can try to grapple the target. You can make a Dexterity (Athletics) check instead of a Strength (Athletics) check for it.

Concuss (3)

Prerequisite: 11th level

The target must make a Wisdom saving throw or choose if they get to make a movement, take an action or a bonus action on their next turn.

Dazing Blow (3)

Prerequisite: 11th level

If the target makes a saving throw before the start of your next turn, they must subtract a d6 from the result.

Staggering Strike (4)

Prerequisite: 15th level

The target makes a Constitution saving throw or be staggered until the end of its next turn. A staggered creature has disadvantage on attack rolls and ability checks and can’t take reactions.

 

 

Stay Down (4)

Prerequisite: 15th level

The target makes a Strength saving throw. On a failure, the target is knocked prone, and standing up costs an action instead of half movement on its next turn.

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New Mechanical Terms

Declaring. When a feature says that you may declare something, what you declare becomes real in the narrative. The DM can change or deny what you declare, keeping in mind that this mechanic relies on the collaborative element of a table to best serve the game and narrative.

Scene. A series of actions that usually take place in a single location and between certain characters. Generally, a series of scenes makes a session.

Session. A game session. Generally, a series of sessions makes an adventure.

Adventures. A story with start, middle and end. A campaign is divided in adventures, but the DM defines what constitutes an adventure according to the rythim of the narrative.

Dice Size. A classification of the dice. Increase the size of a die using the following sequence: d4 -> d6 -> d8 -> d10 -> d12.

Susceptibility. A creature susceptible to a damage type takes the specified extra damage whanever it takes damage of that type.

Credits
Mechanics:

Swashbuckler Confidance mechanic somes from the Chevalier class from u/KaiTries5 available at https://www.reddit.com/r/UnearthedArcana/comments/v4s2q5/the_chevalier_30_a_flamboyant_fighter_that_uses/

Stunt was now adopted at the UA, but I’ve seen it earlier as Debilitations from u/nomiddlename303 available at https://www.reddit.com/r/UnearthedArcana/comments/qq1cv8/rogue_optional_feature_debilitate_spend_your/. Many stunts come from this document.

Art:

Page 1: Elder Scrolls Legends: “Thief of Dreams” by Brad Rigney and Enhanced Surveillance (MTG) by Greg Rutkowski

Page 2: Spare Dagger (MTG) by Khurrum

Page 3: Leliana Card from Dragon Age Inquisition

Page 4: Ratway Prospector for Bethesda Sofworks by Brad Rigney

Page 6: The Final Stroke for Elder Scrolls Online: dark Brotherhood by Lucas Slominski

Page 7: Blade Dancer (Project Emulating the style of Craig Mullins) by Vanessa Palmer

Page 8: Winter Palace from Dragon Age Inquisition and Spymaster for Paizo by Eric Belisle

Page 9: Rogue Class for MTG by Véronique Meignaud

Page 10: Shadow Shift for Elder Scrolls Legends by Joseph Meehan

Page 12: Wizards of the Coast

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