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.