View Full Version : D&D 5e/Next Eberron: Drow Scorpion Wraith archetype

2015-04-26, 04:09 PM
So I'm running a drow-based Eberron game and did a Scorpion-Wraith archetype for my friend, they liked the sound of the Scorpion Wraith. Without further ado;

Scorpion wraiths are the elite warriors of the drow. Although they go by different names from clan to clan, they share a number of similar features, including a degree of stealth and cunning that allows them to strike without warning. Most clans view these warriors as the pinnacle of their race, at one with the spirit of the noble scorpion and blessed by Vulkoor.

At 3rd level, nce per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must be made with either a finesse weapon, or a ranged weapon.
You donít need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnít incapacitated, and you donít have disadvantage on the roll.
The amount of extra damage increases at 10th level to +2d6 damage, and at 17th level to +3d6 damage.

Beginning at 3rd level, you gain your Proficiency bonus to Initiative if you acted on the surprise round of a turn. If you did not get to act on the surprise round then you do not gain the bonus.

At 7th level you have mastered the shadows, you add darkness to you Ranger spell list, and it does not count as one of your ranger spells known. When inside your darkness you gain +1 AC even if a creature manages to hit you. Additionally, you can sculpt your darkness. Whenever you cast darkness as a spell or use it as a spell-like ability, you can choose to create eight 5-foot-by- 5-foot squares of shadowy illumination instead of targeting an area. The first of these squares must be adjacent to you, with all squares adjacent to at least one other square.

At 11th level, you are able to coat a slashing or piercing weapon you wield in liquid shadow as a bonus action. Target hit with this poisoned weapon must succeed a Constitution check (10 + your Wisdom modifier). On a failed save, the target takes 2d8 poison damage, and half as much on a failed save. Once created, the poison clings to a weapon for 1 hour or until it is delivered. If anyone but you wields the prepared weapon, the shadow poison has no effect.

You can use this ability a number of times before a long rest equal to 1 + your Wisdom modifier (minimum once per day).

When you reach 15th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.