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#### Roguish Archetypes

### Nyxad Shadowdancer

**Restrictions: Nyxad*

Following the traditions of the Shroud's Nyxad Marine Corps, originating during the reign of the
Dusk Empress, the Shadowdancer is an unmatched covert operative. Shadowdancers often
appear as harmless, innocent young maidens or entertainers, though serve secret agendas as
scouts, spies, assassins, or guardians  of prestigious schools, libraries, temples and the like.

#### The Dusk Empresses First Steps


Upon becoming a Shadowdancer, you gain the following benefits while you are not wearing
armor, or wielding a shield:
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed
strikes.
* You may make a kick attack as an unarmed attack that deals 1d4 bludgeoning damage in
place of the normal damage for your unarmed strike you may attempt this kick as a bonus
action, if you hit, the Target must roll an insight check with a DC equal to 8+your Charisma
modifier + your Proficiency bonus bonus or your next attack against them doesn’t require
advantage for you to benefit from sneak attack.
* You gain the two-weapon fighting style while wielding finesse weapons.
*at 6th level, your kicks become treated as magical weapons for the purpose of bypassing
resistance and immunity

#### Alluring Dance of Dark Innocence


Starting at 3rd level, you learn to use your precise dancelike movements and rapid ability to
process information as a means to avoid being hit. While you are wearing no armor and not
wielding a shield, you gain the following benefits
* your AC equals 10 + your Dexterity modifier + your Charisma modifier.
* Your speed increases by 10 feet.

#### Dancer on the Dusk: you gain proficiency in the performance skill, if you already have the
performance skill, you may select a different skill of your choosing.

#### Shroud Jaunt


At 9th level, you may step into an adjacent shadow and emerge from another unoccupied
shadow within 60 feet. You have advantage on the next attack roll you make before the start of
your next turn. Both shadows must be at least 5 feet in diameter. You can use this feature a
number of times equal to your Charisma modifier (a minimum of once). You regain expended
uses when you finish a short or long rest.
#### Frightfully Adorable
Upon reaching 9th level, your smile and your blade are as one. You gain advantage on attack
rolls against creatures with the frightened condition.

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#### Child of Darkness:
Upon Reaching 13th level. Your potential as a child of darkness has been achieved. Your
darkvision range increases by 60 feet, magical darkness no longer impedes your darkvision,
and while in an area of dim light or darkness, you may become invisible as an action as long as
you don’t move. This invisibility breaks if you move, attack, cast a spell or enter an area of bright
light

#### Master of Espionage


By 13th level, your demure innocent charms make it easier to gather information and spread
disinformation. You have advantage on all Charisma (Persuasion) and Charisma (Deception)
checks. In addition while under the effects of *zone of truth* or similar spells, your lies remain
unrevealed in any way to the caster.

#### Adorable Bundle of Headpats and Murder


At 17th level, when you reduce a foe to 0 HP in dim light (or darker), all enimes within 60 feet
must make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus).
On a failed save, they are frozen in fear for 1 minute, suffer the frightened condition and have
their speed reduced to 0 for the duration. A frightened witness may attempt a new saving throw
at the end of each of their turns to end this fear effect.

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