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D&D 5e Rogue Archetype Idea: Shadestalker

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Level 3: You can only use the bonuses from this Archetype if you wear no armor. While wearing no armor you have advantage on dexterity saving throws and have an AC equal to 10+your dexterity modifier.

Level 3: If you are wielding two weapons when you sneak attack, you can apply half of the sneak attack bonuses to the second strike in an action. You now gain the ability to use Sneak or Hide once as a reaction and you can see at night like it is daytime as well as magical darkness.

Level 9: You gain the ability to cast Misty Step, Darkness, and Invisibility as bonus actions once each, resetting every time you take a long rest.

Level 13: You master the art of Hiding to the point where you can take an extra attack after hiding from an enemy while still remaining hidden, as long as they don’t know the general direction that you went in.

Level 17: You learn to Sneak Attack in new ways, giving you 3 Combo Points which will recharge after you take a long rest. Combo points can be used to take new actions and 1 Combo Point will be spent after each of those actions. Only 1 of these actions can be taken per turn.

Blindside: Slam the hilt of your weapon into the back of the enemies head. The enemy must make a saving throw. On a failed save this deals 1d8 bludgeoning damage and blinds the enemy for 2 of their turns. On a successful save deal half damage and the enemy does not suffer blindness. This can only be used as a bonus ability. This consumes 1 combo point.

Piercing Strike: Add 3d6 damage to your attack. This can be used before or after your damage role but not after the attacks effects. This can only be used on a sneak attack. At the start of the enemies next 2 turns they take 1d8 bleeding damage. This consumes 1 combo point.

Venom Coating: Apply a poison to one of your weapons for 10 minutes, causing all weapon attacks with it to deal an extra 1d6 damage. This consumes 1 combo point.

Pressure Point: Deal 1d4 Physical damage. This can only be used as a Sneak Attack and on a failed constitution save will cause any enemy hit to lose concentration or shift back to their original form if they were not in it already. The target will not be able to use spells that require concentration or change forms on their next turn. This consumes 1 combo point.