5e shadow rogue

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DnD 5e Homebrew — Shadow Rogue by Jonoman3000...

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Resource: 1d100 Random Mysterious Objects

Have you ever wanted to give your players something weird but not powerful, just to leave them scratching their heads? Or maybe your campaign starts with a rat-infested cellar, where the players find something strange that kickstarts their adventure to become legendary heroes. Want to introduce a mystery, plot hook, original loot, or a clue for a puzzle? These rolling tables should help!

This resource provides a d100 rolling table of random mundane or magical objects that leave your players wondering. Where did it come from? What's its purpose? Who made it? The other two tables provide you with options for the object's original purpose, and its current or original owner or creator! Maybe the BBEG demilich uses that portrait of a lost companion to draw power from, or that strange copper cube is actually a complicated key that opens the tomb of a long-dead legendary hero. The possibilities are endless!

For better, full-page high quality imagery, take a look at “1d100 Random Mysterious Objects” at the Homebrewery here!


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I’ve been really on a roll lately. Helps that I have my actual computer again. Haven’t felt great the past few days otherwise this would have been even faster. I have one more in the chamber that I want to work on with my buddy from the undead post.



Creature: Smoke-Cursed

"It was a horrific sight to see," the elderly man croaked, tears in his eyes, rubbing the back of his hand with crooked, wrinkled fingers. "They- They were reduced to naught but ashes, and yet - the act itself would not be their end, as they rose again, but this time many, and screaming, and howling in agony as if their very souls were ripped from their beings."

Followers of the Regth-Koth. For the distant, evil entity Regth-Koth, its followers are nothing but ants crawling for its own attention, and it feels no love and no affection towards anything but itself. A group of cultists that, in their dedication and thoughtless worship, mistakes the attention of Regth-Koth for a blessing from their master, may find that some things were not meant to be understood by mortal minds. Regth-Koth hates self-obsession within the ranks of its followers, and although it likes to see them crawl over each other to reach its own aberrant heights, it reduces those who have proven themselves to be too self-servient to a cloud of agony and pain, and creates a smoke-cursed.

Perpetual damnation. Smoke-cursed can also be created through the intervention of other divine or semi-divine creatures, although their appearance is low and the punished act must be severe. Smoke-cursed are perpetually caught in their own pain and suffering, an amalgamation of many souls damned in the same place, merging and twisting together in a ghost-like, otherworldly entity. A smoke-cursed has no motivation or intentions, but is so engrossed in its own agony and suffering that it only wishes to relieve itself by forcing that pain on others. It has no physical touch, but the sounds emitted by a smoke-cursed are maddening enough to make the bravest warriors flee. Smoke-cursed haunt their original homes, whether that be the lairs they once worshiped their dark masters in, or whatever battlefield that caused their combined, instant deaths.

Aberrant nature. A smoke-cursed doesn't require air, food, water or sleep.

Friends and companions. Smoke-cursed are sometimes employed by the very cults that become them, if a cult worshiper manages to avoid the destruction of their master. For dark cults that follow aberrant entities from beyond the veil, and whose cult followers are prone to narcissism or self-worship, it is not uncommon to see more than one smoke-cursed contained in an air-tight room, only to be set free when the lair is invaded or the cult needs a sacrifice.


Subclass: Path of the War Dancer

This subclass has been in the works for over a year, and it’s finally ready for posting! A war dancer barbarian focuses on physical fitness, flexibility and bolstering their allies and themselves. Entertain, bless, frighten, stun, awe, and destroy with this subclass inspired by war dancing and physical prowess.

For better, full-page high quality imagery, take a look at the Path of the War Dancer at the Homebrewery here!


Creature: Sea Drake

The waters churned angrily, bubbles rising to the surface, and dark scales glid along the undertow. A finned ridge raised out of the water, and Neya just had enough time to duck out of the way as it slashed towards her. Finally, the creature's head raised from the waves, and its crocodilian maw grinned darkly.

Sea guardians. Sea drakes are not true dragons, but an offshoot of the drake subtype that has adapted well to underwater dwellings. Sea drakes are rarely seen in fresh water, as they prefer the crashing waves and nutritious fish of larger seas. Sea drakes are solitary creatures, but their mating season can last up to two years, during which young sea drakes look for a partner, and raise their young together for the first year or two, so it is not unlikely to see two sea drakes, plus possibly a gaggle of wyrmlings, in a group.

Draconic intelligence. Sea drakes are not as intelligent as the winged serpents of the land, but boast enough intelligence to know when they are being deceived, humiliated or undermined. They make quick work of any creature that dare wander into its lair, which is often a cave on the shore that has both an entry through the water, and a dry one. Sea drakes collect items from shipwrecks, and each has its own collection of things it finds most fascinating, whether that be flags, ships' wheels, or even human bones. Its careful organization of its hoard makes it evident to it immediately when something is missing - and any creature courageous enough to steal from it will be hunted and punished with a breath of lightning.

Friends and companions. Sea drakes rarely team up with each other, but if they do, they are a mating couple and will defend each other to the death. Other creatures that sea drakes may tolerate are sarduk, hippocampi, merfolk and plesiosaurs. A sea drake may be pulled into the clutches of sea hags, merrow or sahuagin, but they will do anything to avoid serving masters such as larger sea-dwelling dragons, dragon turtles, krakens or morkoths.

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Sours: https://dnd-5e-homebrew.tumblr.com/post/146206861006/shadow-rogue-by-jonoman3000

Shadow Warrior

Where some rogues use arcane power to feed their mischievous and curious nature, you possess a natural connection to the realms of shadow. Whether you were born with this connection, gained it through forbidden study, or were the victim of cruel experimentation, you are never alone in the darkness.

Who or what the whispers are is subject for debate, but the ethereal creatures you’ve befriended have taught you secrets from long ago and far away. You carry exotic weapons and have learned unique fighting styles not seen in generations, or from cultures you’ve yet to meet.



When you choose this archetype at 3rd level, you gain the ability to cast a limited number of spells per day.


You gain the minor illusion cantrip, and two additional cantrips from the following list: blade ward, chill touch, dancing lights, friends, mage hand, message, shadow whip*, or true strike. At 10th level, you may choose one additional cantrip from the above list.

Spell Slots

The Shadow Warrior Spellcasting table shows how many spell slots you have available to cast your spells, as well as how many spells you know of 1st-4th level. When casting one of the spells you know, you must use a spell slot equal to the spell’s level or higher. You regain all of your used spell slots after a full rest.

Spells Known

When you choose this archetype at 3rd level, you know three 1st level warlock spells. The Shadow Warrior Spellcasting table shows you when you gain access to new spells of each level. You may replace one of the warlock spells you know with a different spell of equal or lower level each time you gain a level in the shadow warrior class.

Spellcasting Ability

Shadow warriors empower their fighting style and magic through harnessing their connection to the planes of shadow. To do so, they must learn to face their own fears and master their own darkness. Your spellcasting ability for your warlock spells is Charisma. The DC of your spell’s saves equals 8 + your Charisma modifier + your proficiency bonus. Your attack bonus with spells equals your Charisma modifier + your proficiency bonus.

Exotic Weapon Training

When you select this archetype at 3rd level you gain proficiency with nets and whips.

Choose a melee weapon with which you are proficient. The weapon you choose may not have the heavy property. You may replace the weapon’s normal damage type with bludgeoning, piercing, or slashing damage.

In addition, you may add one of the following properties to that weapon if it does not already possess it: finesse, reach, thrown (20/60), versatile (increase damage die by 1 when used two handed). This weapon property is the result of your training as well as the unique design of the weapon. The weapon loses this additional property while being used by a character that isn’t trained in its use (subject to GM’s approval).

You possess one weapon of this type at 3rd level. If the weapon is broken or lost, you may repair or replace the weapon during downtime activities in a city of appropriate size or nature (such as a trade port), or by using the appropriate tool kit, or by instructing a skilled smith in the weapon’s design.

You continue to train in exotic weapons as you advance in level. You may use this class feature again at 8th, 13th, and 18th level, gaining up to four exotic weapons.

Many shadow warriors train in the use of spiked or weighted chains as weapons. Adding the versatile property to a whip and changing the damage type to either piercing or bludgeoning creates a two-handed chain weapon that benefits from a dexterous user. Untrained individuals use the statistics for a normal whip (though it will deal the new damage type). Other examples include a bladed throwing ring (shortsword with the thrown property), a three-section staff (quarterstaff with the reach property), or a flexible and strong spear (spear with the finesse property).

Shadow Step

At 9th level, you gain the ability to slip through cracks in the material plane to the plane of shadow and back again. You may use a bonus action to teleport up to 30 feet from one area of dim light or darkness to an unoccupied space that is also in an area of dim light or darkness. You may attempt a Hide action at the end of the teleport as part of the bonus action.

Touch of Darkness

At 13th level, you can empower your weapons or unarmed strikes with arcane energy from the Plane of Shadow. When you hit a creature with a successful attack, you may spend a spell slot to force the target to make a Constitution save against your spell save DC. On a successful save, the target suffers disadvantage on Strength ability checks and saving throws for 1 round per level of spell slot you expend. On a failed save, the target also deals half damage on weapon attacks and natural attacks for the same duration.

LevelCantrips KnownSpells Known1st2nd3rd4th

Between Worlds

At 17th level, you may take 1 minute to attune yourself to the shadows between realms. After the minute is complete, you are considered under the effects of an etherealness spell for up to 1 hour. You may dismiss the effects as a bonus action, returning to the Material Plane in the location you currently occupy. As an action, you may name a destination within the Plane of Shadow or the Plane of Faerie, such as a city, lake, or forest, and appear there in a specific location determined by your GM. If you use this ability in the Plane of Shadow or the Plane of Faerie, you return to the location from which you left the Material Plane. Once you use this ability, you may not use it again until you take a full rest.

Illusion cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (area of dim light or darkness)
Duration: Instantaneous

A tentacle of semi-solid shadow lashes out at a target within range. On a successful melee spell attack, the tentacle deals 1d6 cold damage and, if the target of Large size or smaller, it gains the grappled condition until the beginning of your next turn.

The damage of this spell increases by 1d6 at 5th level, then again at 11th and 17th level to a maximum of 4d6 cold damage.

Sours: https://www.5esrd.com/classes/rogue/rogue-archetypes/shadow-warrior-3pp/
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Shadow Rogue[]

The Badger
Date Created: 2009
Status: Complete
Editing: Spelling and grammar only
Balance: Rogue

{{#set:Summary=A tactical striker with enough skills to be useful out of combat as well. }}

Description: A Shadow Rogue feels at home in the darkness, shadows, and otherwise "sketchy" environs. Often found consorting with rogues, mischievous bards, and other scoundrels, shadow rogues fit in well as a sneaky addition to most adventuring parties. As Shadow Rogues tend to favor chaos, and neutrality, it is uncommon to find them in the service of a king (good or evil) as a spy, as you might find a rogue. Often adventuring for wealth, or perhaps just for the fun of it, these rogues can come from any walk of life; from fallen nobles, to common street beggars. Masters of their art, few are ever actually caught and sent to prison, and even fewer actually can be kept in the walls.

Characteristics: A Shadow Rogue can effectively serve his party as both a ranged striker, and a melee striker. Having too few hit points to remain in melee combat for long, most step into combat, deliver serious damage, and then retreat back to a safe distance.

Races: Halflings are perhaps the most common Shadow Rogue race, but Humans, Elves, and Half-Elves also can make fairly effective Shadow Rogues. Half-Orcs can create an unusually effective melee Shadow Rogue, but are often not intelligent enough to compete with others. Dwarves, and their cousins gnomes, are typically ill-suited for a Shadow Rogue.

Making a Shadow Rogue[]

Abilities: As a typical Rogue, Shadow Rogues rely most heavily on Dexterity. Either Intelligence or Charisma is also important for Clever Strike, depending on your chosen play style. Strength might also be a useful investment. Constitution and Wisdom are traditionally the lower stats of a Shadow Rogue.

Alignment: Any, but rarely lawful.

Starting Age: Simple

Starting Gold: 5d4×10 (125 gp)

Level Base
Attack Bonus
Saving ThrowsSpecial
1st+0+0+2+0 Roguish Talent 1, Sneak Attack +1d6, Trapfinding
2nd+1+0+3+0 Uncanny Dodge
3rd+2+1+3+1 Evasion, See in Darkness
4th+3+1+4+1 Sneak Attack +2d6
5th+3+1+4+1 Shadow Step
6th+4+2+5+2 Shadow Boxing
7th+5+2+5+2 Sneak Attack +3d6
8th+6/+1+2+6+2 Light Blade+1
9th+6/+1+3+6+3 Improved Uncanny Dodge, Roguish Talent 2
10th+7/+2+3+7+3 Sneak Attack +4d6
11th+8/+3+3+7+3 Improved Shadow Step
12th+9/+4+4+8+4 Shadow Grapple
13th+9/+4+4+8+4 Sneak Attack +5d6
14th+10/+5+4+9+4 Light Blade +2
15th+11/+6/+1+5+9+5 Roguish Talent 3
16th+12/+7/+2+5+10+5 Sneak Attack +6d6
17th+12/+7/+2+5+10+5 Light Blade +3
18th+13/+8/+3+6+11+6 Shadow Trip
19th+14/+9/+4+6+11+6 Sneak Attack +7d6
20th+15/+10/+5+6+12+6 Light Blade +4

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[]

All of the following are class features of the Shadow Rogue.

Weapon and Armor Proficiency: Shadow Rogue are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Shadow Rogues are proficient with light armor, but not with shields.

Sneak Attack (Ex): If a Shadow Rogue can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The Shadow Rogue's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Shadow Rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Shadow Rogue levels thereafter. Should the Shadow 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.

With a sap (blackjack) or an unarmed strike, a Shadow Rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Shadow 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 Shadow 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 Shadow Rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Roguish Talent 1 (Ex): At 1st level, a shadow rogue must choose a path. The path of the Gilded Tongue is perfect for the witty, charismatic rogue who beguiles his opponents in, and out, combat. The path of the Adroit Mind is well suited for the logical, intelligent rogue who uses his brain more in combat than any muscle, and can often find a clever way out of a sticky situation. The path chosen at level one must be continued throughout the rest of the shadow rogue progression.

  • Sly Strike: At 1st level a Gilded Tongue shadow rogue has practiced flourishes and ornate maneuvers with a single weapon. Because of this, the Gilded Tongue Shadow Rogue may use their Charisma modifier in place of Strength (or Dexterity) for that weapon's Attack and Damage rolls. The Shadow Rogue may choose the Light Blade as their chosen weapon, in which case this ability is dormant until level 8.
  • Clever Strike: At 1st level an Adroit Mind shadow rogue has studied and measured a single weapon, and fully understands its physical potential. Because of this, the Adroit Mind shadow rogue may use their Intelligence modifier in place of Strength (or Dexterity) for any single weapon's Attack and Damage rolls. The Shadow Rogue may choose the Light Blade as their chosen weapon, in which case this ability is dormant until level 8.

Trapfinding (Ex): Shadow Rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

Shadow Rogues can also use the Disable Device skill to disarm magic traps. A magical trap generally has a DC of 25 + the level of the spell used to create it.

A shadow rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Uncanny Dodge (Ex): Starting at 2nd level, a shadow rogue can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

Evasion (Ex): At 3rd level and higher, a shadow rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflexsaving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the shadow rogue is wearing light armor or no armor. A helpless shadow rogue does not gain the benefit of evasion. Furthermore, A shadow rogue of 12th level or higher may take this opportunity to use a shadow slide and leave the area of effect, assuming it is within the range of their standard slide, should they choose (ie. A 14th level shadow rogue who successfully avoids a Fireball Spell may jump to the outer edge of the blast, as a free immediate action, because the maximum range of his jump is 55 feet, and the diameter of the fireball is only 40 feet. He may also jump to the side of a 100' line of lightning, but as 100' is further than his maximum jump, he may not jump to the end of the line of lightning. He may not jump to another point within the area of effect, or to an occupied space under any condition. He may also choose to stay within the area of effect and take no damage, should he wish.).

See in Darkness (Su): At 3rd level Shadow Rogue can see in darkness of any sort, even magical darkness.

Shadow Step (Sp): At 5th level, a Shadow Rogue can use dimension slide as a spell-like ability at will. This works just like the psionic power, except that they must start and end in a shadow conceivably large enough for them to fit through (ie. A Half-orc shadow rogue could not expect to jump into or out of the shadow cast by a common house cat, unless the lighting was just so). A shadow rogue can start in their own shadow and end in someone else's shadow. It is equally possible to dive into a moving shadow(like one cast by a galloping horse), or come out of a moving shadow. It is up to the DM to discern the appropriate check for such an event (Failing such a check would imply that you "missed" the shadow, and therefore remain standing, or prone, where the shadow was. It is impossible to "miss" the exit shadow.). Should an acceptable shadow not be within range, nothing happens. At 11th level a shadow rogue gets Improved Shadow Step. This functions as Shadow Step, but is a move action, as opposed to a standard action.

Shadow Boxing (Su): At 6th level, when you have an opponent with their back against a wall, you may use their shadow against them to let you flank.

Improved Uncanny Dodge (Ex): A Shadow Rogue of 9th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more Shadow Rogue levels than the target does. Levels in classes that provide Uncanny Dodge, like Barbarian and Rogue can be counted as Shadow Rogue levels for determining the required level to flank a shadow rogue(ie a 13th level Rogue/Barbarian could flank an 9th level shadow rogue) . If a character already has uncanny dodge (see above) from a different class, the character automatically gains improved uncanny dodge at level 2, and the levels from the classes that grant uncanny dodge stack to determine the minimum Shadow Rogue level required to flank the character.

Roguish Talent 2 (Ex):

  • Whistle While You Work: At level 9 a Gilded tongue shadow rogue can use their Charisma modifier instead of their Strength modifier for trained skills that normally require Strength.
  • Work Smarter, Not Harder: At level 9 an Adroit mind shadow rogue can use their Intelligence modifier instead of their Strength modifier for trained skills that normally require Strength.

Light Blade (Su):: Naturally, shadows cannot exist without illumination, and at higher levels the shadow rogue gains the ability to create a special weapon, the Light Blade. As a swift action usable once per round, he can create a Light Blade (two if he has Two-Weapon Fighting). To do this, he must have at least partial illumination (the light of a torch, candle, or even 0 level light spell will suffice). With a flourish of his hands he grabs a piece of the light, and breaks it off into a blade. He automatically has proficiency with this weapon. A Light Blade has a reach of 5' and deals 1d6 slashing damage for medium, large, and small characters alike. A Light Blade threatens a critical on an 18-20 and has a critical multiplier of ×2. Light Blades have a range increment of 10', and melt 1 round after they hit a target, or the ground, assuming they have not been picked up by the wielder. Light blades also instantly dissipate the effects of any darkness spell, whether cast by the shadow rogue, an ally, or an enemy. Furthermore, they also provide light as if light had been cast on a standard weapon. This cannot be suppressed until the light blade as been dropped or thrown (and subsequently melted). Light blades will only function for their creator; if someone else tries to wield one it loses its solid nature and returns to particles of light, thereby losing all abilities. As a Light Blade wielder, you may choose one of the following special properties when you get the "Light Blade" ability, and additional ones as noted by the +X (ie a Shadow Rogue who has taken Light blade with Explosive Light, Absorption, and Blinding Offense has a Light Blade +3). The special properties may be taken in any order, unless otherwise noted:

  • Explosive Light: As a move action, the wielder of a Light Blade can enhance any nearby light, causing all within 30' to make a Fortitude save (DC 10 + ½ character level + Dex modifier) or be blinded for 3 rounds. Creatures with light sensitivity take a -4 penalty to their save and are permanently blinded if they fail the save. If they pass, light-sensitive creatures are dazzled for three rounds.
  • Absorption: As an immediate action, you may make an attack against any ray fired at you. If your attack roll beats the attack roll used to hit you, your blade absorbs the ray and the next successful hit made with the blade deals 1d8 damage, rather than 1d6. On a confirmed critical hit any Light Blade augmented with an absorbed ray deals 2d8, rather than 2d6 or 1d8+1d6. You may absorb an infinite number of rays with this effect, but the damage dice never increases more than 1(In essence, the ray is simply negated).
  • Blinding Offense: Enemies count as flat-footed against any attacks you make with your Light Blades.
  • Refraction: If and only if the Shadow Rogue has taken "Absorption" as a special property, they may choose to "refract" the ray cast, and increase the damage dice of one character's weapon within 30 feet, rather than increasing the damage of their own attack. This effect can only be cast onto melee or ranged weapons, and only lasts for one successful hit. A Shadow rogue can give this benefit to any number of characters, but the effects do not stack (ie 4 allies may simultaneously have the benefit, but no one may upgrade their damage dice by more than one).
  • Prism Splash: As a standard action, a Shadow rogue may use his light blade(s) to cast Scintillating Pattern once per day, however the duration is instantaneous. Prism Splash may only be taken if the Shadow Rogue has taken Explosive Light at a previous level.
  • Handy Halo: A shadow rogue may keep their light blade form encounter to encounter. Normally, a light blade dissipates 1 minute after leaving combat, but with "Handy Halo" a light blade remains for a number of days equal to levels of Shadow Rogue. Furthermore, a Light Blade with "Handy Halo" will return to the shadow rogue's hand after being thrown. Outside of combat, the glow of a Handy Halo Light Blade can be effortlessly suppressed and activated as free actions at will. When the light feature is suppressed, the light blade looks like a dull gray shadow.

Shadow Grapple (Su): At level 12 a shadow rogue can grapple the shadow cast by an enemy, rather than the actual enemy. The shadow has the same base attack bonus and size modifier as the opponent, but only half the Strength score (rounded down). For example, Ulric, the 8th level human Fighter with 18 STR, would have a shadow with a base attack bonus of +8, no special grapple size bonus, and a Strength score of 9. Ulric's Grapple bonus would be +12, his shadow's would be only +7. When grappling a shadow, you must be in the same square as the shadow, and adjacent to the person casting the shadow. All other rules for grappling apply as normal.

Roguish Talent 3 (Ex):

  • Grin and Bear It: At level 15 a Gilded tongue shadow rogue uses their Charisma modifier for Fortitude saves, instead of their Constitution modifier.
  • Mind Over Matter: At level 15 an Adroit Mind shadow rogue uses their Intelligence modifier for Fortitude saves, instead of their Constitution modifier.

Shadow Trip (Su): At 18h level a shadow rogue has gained the power temporarily disrupt shadows. He may utilize this to "pull the shadow out from under someone" and make a trip attempt. He must be within 30 of the target, and have line of sight, to attempt this. A shadow trip is a standard action that provokes an attack of opportunity only from the target. If he loses, the defender may not to try to trip him in return.

Epic Shadow Rogue[]

Table: The Epic Shadow Rogue

Human Shadow Rogue Starting Package[]

Weapons: Dagger and Rapier.

Armor: Leather Armor.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Move Silently4Dex
Sleight of Hand4Dex

Feat: Two-Weapon Fighting.

Bonus Feats: Improved Initiative.

Gear: 50 feet of silk rope, backpack, water skin, flint and steel, 1 day of trail rations, bedroll, hooded lantern, 4 pints of oil, thieves' tools.

Gold: 41 gp.

Campaign Information[]

Playing a Shadow Rogue[]

Religion: Olidammara, being the typical god of rogues, is the most common deity of Shadow Rogues. However, atheism is also common amongst Shadow Rogues. It is incredibly uncommon for any Shadow Rogue to worship a deity that is lawfully aligned.

Other Classes: Shadow Rogues deal well with other scoundrels, namely bards and rogues. Due to their chaotic tendencies they often don't get along astoundingly well with clerics and paladins, however in an adventuring party anything can happen.

Combat: Taking the role of a striker, Shadow Rogues often shadow jump into combat to deliver staggering amounts of damage. However, a shadow rogue can do equally well as a ranged fighter standing in the second rank.

Advancement: Shadow Rogues are a specialized bunch, so multi-classing is often unlikely, as are prestige classes.

Shadow Rogues in the World[]

Afraid of the dark? You probably should be.
—Johann Tordak, Human Shadow Rogue

Daily Life: Shadow Rogues spend their days, or more accurately their nights, roaming the streets. Burglary, murder, and racketeering are more like badges of honor than criminal convictions. However, the best shadow rogues live comfortably and totally under the radar of local authorities.

Notables: Belrock "'Ole Badgerface" Rubynak, a halfling shadow rogue, is considered to be the father of modern shadow rogues. He perfected the art of the ideal shadow step, and perfected the technique used to harness beams of light as offensive weapons. Before him, shadow steps were largely inaccurate, and light blades had a better chance of hurting the user than the target.

Organizations: Shadow rogues consort with typical thieves guilds, but as a large group of shadow rogues often draws the attention of local police, most thieves' guilds have only one teacher and a few students, if that.

NPC Reactions: Unless a NPC has seen a shadow rogue preform a shadow step or a shadow strike they are likely to just think of them as a typical rogue. After witnessing such a feat; however, a great respect, and a bit of fear, develops.

Shadow Rogue Lore[]

Characters with ranks in some appropriate skill can research shadow rogues to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

5The shadows are a good place to wait for a shadow rogue.
10The shadows are a good, but dangerous, place to wait for a shadow rogue.
15Shadow rogues need light as well as shadow.
20Anyone who openly admits they are a shadow rogue probably isn't, and just wants to be.

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Sours: https://dungeons.fandom.com/wiki/Shadow_Rogue_(3.5e_Class)
Rogue Subclass Tier Ranking (Part 1) in Dungeons and Dragons 5e

Rogue Archives — [D&D 5e Homebrew] Roguish Archetype: Shadow Hand...

[by u/Levistej / reddit] @we-are-shadowdancer, @we-are-ninja

Shadow Hand Initiate, a Rogue subclass inspired by Tome of Battle - for all of you who think that rogues deserve a shot at shadowdancing. [The Rogue notes: this is also good for the more… mystically-inclined ninjas.]


Rogue - Shadow - Assassin (detail) by LucasParolin

Shadow Hand Initiate

Rogues who adopt the ways of the Shadow Hand are formidable foes. Disappearing seemingly at will and wielding supernatural powers to manipulate shadows around them, they make perfect spies when the task is to difficult for a common scoundrel. The Shadow Hand discipline teaches the arts of stealth, deception, and ambush. Its maneuvers allow a warrior to take on a shadowy aspect and channel dark energies with a mere thought.

Cloak of Shadows

As you focus your inner connection to the shadow realm, you generate flowing specters that swirl around you in a haunting manner, your own shadow joining their wicked dance.

Starting at 3rd level, while you are in dim light or darkness and aren’t wearing medium or heavy armor nor wielding a shield, you may add half your Charisma modifier (minimum of one) as a bonus to your armor class.

Child of Shadow

Shadows are your family and darkness is your friend, you feel most welcome in its soft and familiar embrace.

Starting at 3rd level, you have resistance to Cold and Necrotic damage. Also, you gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range is increased by 30 feet. This feature allows you to see normally in all darkness, both magical and nonmagical. You also learn the Shadow Garrote cantrip.

Dance of the Spider

Black, shadowy energy covers your hands and feet, allowing you to scuttle across the walls  like a lurking spider.

Starting at 9th level, as long as you are in dim light or darkness, you can cast Spider climb at will, targeting only yourself and requiring no components.

Shadow Stride

You slide through the dark like a bird of prey, emerging only to strike down your foe before sliding back into shadow’s welcoming embrace

Starting at 13th level, while in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Furthermore, while in dim light or darkness, you may substitute any part of your movement for a teleportation of the equivalent distance.

When teleporting in this way, both your starting and final location must be in dim light or darkness.

Obscuring Shadow Veil

You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and lash out, preventing any creature near you from being able to anticipate your attacks.

Starting from 17th level, you may use a bonus to cast Darkness as a 2nd level spell, requiring no components. Once you use this feature, you can’t use it again until you finish a short or long rest.

Additionally, you may cast Mirror image as a bonus action, requiring no components. Whenever an opponent within your reach hits one of your duplicates that are summoned by this class feature, you may immediately use a reaction to make a melee weapon weapon attack against them. This attack has advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Shadow Garrote

Illusion Cantrip

  • Casting Time: 1 action
  • Range: 30 feet
  • Components:  S
  • Duration:  Instantaneous

With a subtle gesture, you carve a slice of shadow from the air around you and cast it toward your foe. It wraps around the creature’s neck and squeezes the life from it.

Make a ranged spell attack against the creature within range. On a hit, the target takes 1d6 necrotic damage, and it can’t speak until the start of your next turn. If the target is in dim light or darkness, you may apply your Sneak Attack damage dice to this spells damage roll. All of this damage is Necrotic.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sours: https://wewererogue.tumblr.com/post/187671803946/dd-5e-homebrew-roguish-archetype-shadow-hand

Shadow rogue 5e

Shadow Assassin (5e Subclass)

Shadow Assassin[edit]

A shadow Assassin is a roguish subclass that can be chose at 3rd level by a rogue. A Shadow Assassin is a warrior that was trained how to utilize the powers from the plane of shadow. Using shadow magic, they can both transport themselves through the shadows and cast spells made of shadow.


You learn 2 cantrips of your choice from the wizard spell list. Additionally, at level 10, you can choose another cantrip from the same list.

Spell Slots

The Shadow Assassin Spellcasting table (see Arcane Trickster Spellcasting table) shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the illusion and evocation spells on the wizard spell list. Though these spells are made of shadow, they function exactly as the spell describes them. The Spells Known column of the Shadow Assassin's Spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an illusion or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Shadow Walking

At level 3, a Shadow Assassin learns how to travel through the shadows in the blink of an eye. So long as you have spell slots available, you can teleport up to 60 feet as a bonus action in area of dim light or darkness. Upon coming out of the teleport, you have advantage on a single attack for the duration of your turn. After teleporting you cannot perform this action again for 30 seconds (5 rounds). Your iris’s also turn black, as you’ve adjusted to living in darkness. You gain darkvision of up to 30ft.

Shadow Blade

At level 9, you gain the ability to imbue one weapon you are holding with a portion of the plane of shadow. You can do so as a bonus action. During this time, whenever you make an attack with that weapon, it is treated as magical for overcoming DR and taking damage. It also deals an extra 1d6 necrotic damage to the target. This damage is NOT multiplied on a critical hit. This ability lasts as long as you can stay in dim light or complete darkness up to 4 hours, or until 1 minute passes in well lit areas. Once you use this ability, you can't use it again until you complete a short or long rest.

Starting from 17th level, you can instead use this ability twice between short or long rests.

Cloak of Shadows

At level 13, you can turn invisible as an action so long as you are in an area of dim light or darkness. This invisibility ends as soon as you attack, cast a spell, or are in an area of normal or bright light. This ability lasts for 1 minute and can be used a number of times equal to your Charisma Modifier. You regain expended uses of this trait when you complete a long rest.

Master of Shadows

At 17th level, you gain the ability to create a perfect illusion of yourself for 1 minute or until you lose concentration (like concentrating on a spell). You may control this illusion as a bonus action on your turn to move it up to 30 feet, and can even swap positions with this illusion as an action, but can only do so as long as you are in dim light or darkness. When created this illusion manifests itself anywhere within 30 feet of your choosing. You must stay withing 120 feet of this illusion or the ability fails. Once you use this ability, you can't use it again until you complete a long rest.

Back to Main Page → 5e Homebrew → Character Options → Subclasses

Sours: https://www.dandwiki.com/wiki/Shadow_Assassin_(5e_Subclass)
Shadow Blade Assassin: 1000+ damage build. Adventure League

At 3rd level, a rogue gains the Roguish Archetype feature. Here is a new option for that feature: the Shadow Stalker.

Shadow Stalker

Through extended time spent within dark corners and hidden places where the light doesn't reach, you have discovered the sinister truth of the shadows. Assassins who wish for a more advanced method to utilize their skills will choose to bind with this darkness, learning to manipulate it to aid their cause, and becoming a shadow stalker.

Shade Points

When you choose this archetype at 3rd level, you discover a method to harness the shadows in the form of shade points. You have a number of shade points equal to your rogue level. You regain all spent shade points when you finish a long rest.

Rogue LevelShade Points
Rogue LevelShade Points

Shade Step

Starting at 3rd level, you discover the paths between the shadows. When within Dim Light or Darkness, you can expend a shade point to teleport to another visible location within 60ft as a bonus action. The location must also be within Dim Light or Darkness.

Eye of Darkness

At 9th level you have delved within the shadows long enough to see all that the darkness hides. You gain the ability to see in magical and non-magical darkness up to 60ft. You also learn the Unseen Servant spell, and can cast it as a Ritual. Your spellcasting ability modifier for this spell is Wisdom.

Stealth Within the Shadows

When you reach the 13th level, you are granted the ability to fade into the shadows. At the cost of 2 shade points you can use your action to hide in a dimly lit, or dark space without the need of a Stealth check. This grants you invisibility as long as you do not attack any creature and are within dim lighting, or darkness at the end of your turn.

Become one with the Shadows

Starting at 17th level, you have become part of the shadows, as an action you can create a dark fog which heavily obscures an area of 120 feet with magical darkness for 2 hours removable only by a spell of 7th level or higher or a wind of at least 80 miles per hour. To use this feat you must expend 6 shade points.


Created by Nicholas Hoar
Proofread & Balanced by /u/lidanma, /u/Nephisimian

Art in Order of Appearance

"Hassassin" by Nixell

Sours: https://www.gmbinder.com/share/-LYu2nrEs9WYXqFkBYUV

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