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Roguish Archetypes

Rogues have many features in common, including their


emphasis on perfecting their skills, their precise and deadly
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying directions,
embodied by the rogue archetypes. Your choice of archetype
is a reflection of your focus - not necessarily an indication of
your chosen profession, but a description of your preferred
techniques.
Fellstalker
You focus your talents on bending the plane of shadow to
your will.
Shadow Sight
At 3rd level, you can see normally in darkness, both magical
and non magical, to a distance of 30 feet.
This increases to 60ft at 6th level, to 90ft at 13th level, and
to 120ft at 17th level.
Shadow Weave
At 3rd level, you can cast Darkness 1/day. Shaping it's form
however you wish, within the normal range limits of the spell.
This increases to 2/day at 6th level, to 3/day at 13th level,
and to 4/day at 17th level.
Shadow Step
At 6th level, you gain the ability to step from one shadow into
another. When you are in dim light or darkness, as a bonus
action you can teleport up to 60 feet to an unoccupied space Art by Nixell Cho
you can see that is also in dim light or darkness. You then
have advantage on the first melee attack you make before the
end of the turn.
Shadow Forge
At 13th level, you can use your bonus action to create a
shadowy melee weapon or shield in each of your empty
hands. You can choose the form that these objects take each
time you create one. You are considered proficient with it
while you wield it.
These constructs of shadow count as magical with a +1
bonus. This increases to +2 at 17th level.
If removed from your grasp, your shadow constructs
disappear after 1 round. They also disappear if you use this
feature again with 2 constructs already existing, if you
dismiss the construct(no action required), or if you die.
Shadow Mist
Starting at 17th level, you can use your action to activate an
aura of darkness that lasts for 1 minute or until you dismiss it
using another action. You emit magical darkness in a 60-foot
radius and light dims 30 feet beyond that. You and your allies
in the darkness have advantage on saving throws against any
spell that deals fire or radiant damage.

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