iTookUrNick
2016-05-09, 07:23 AM
The Shadow Stalker (Roguish archetype)
"...for the night is dark and full of terrors"
http://lovelace-media.imgix.net/uploads/344/70b0f510-fe06-0132-4fbd-0ec273752cbd.gif?
Hit dice: 1d8 (same as Rogue)
Proficiencies: same as Rogue
Saving throws: Dex, Int (same as Rogue)
Skills: same as Rogue
Equipment: same as Rogue
Level
Prof. Bonus
Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieve's Cant
1d6
2
+2
Cunning Action
1d6
3
+2
Shadow Double, Shadow Sight
2d6
4
+2
Ability Score improvement
2d6
5
+3
Uncanny Dodge
3d6
6
+3
Expertise
3d6
7
+3
Evasion
4d6
8
+3
Ability Score improvement
4d6
9
+4
Mirrored Attack
5d6
10
+4
Ability Score improvement
5d6
11
+4
Reliable Sneak
6d6
12
+4
Ability Score improvement
6d6
13
+5
Double Switch
7d6
14
+5
Blindsense
7d6
15
+5
Slippery Mind
8d6
16
+5
Ability Score improvement
8d6
17
+6
Deathly Shadow
9d6
18
+6
Elusive
9d6
19
+6
Ability Score improvement
10d6
20
+6
Stroke of Luck
10d6
Shadow Double
At 3rd level, you can use a bonus action to imbue your shadow with magic, giving it substance and transforming it into a separate creature. Your shadow detaches from yourself (you cast no shadow when using this power, even in bright light) and appears next to you, ready to act according to your commands. You can use this feature twice. You regain expended uses when you finish a short ar long rest. You can keep your shadow double detached for a number of hours equal to half your rogue level (rounded down). You can end this effect prematurely as a bonus action on your turn. The effect ends immediately if you fall unconscious or you die. Your shadow double has the following characteristics:
Shadow copy: The shadow double has the same abilities and statistics you have, including temporary spells and effects. It resembles you in appearance, except for a darker, oil-like texture.
Shadow flesh: The double is a corporeal creature. It is resistant to necrotic damage but vulnerable to radiant damage.
Shadow wisp: due to its shadowy nature, your double can hide in any area of dim light or darkness as if it had concealment and gains advantage on Dexterity (Stealth) checks; when moving through such an area, the double has advantage against attacks of opportunity. While in direct sunlight, the shadow double has disadvantage on attack rolls and saves, as well as on Dexterity (Stealth) and Wisdom (Perception) checks that rely on sight.
One mind: Your shadow double obeys your mental commands flawlessly if able to do so. It takes its turn on your initiative, though it doesn't take an action unless you command it to. It can use its own reaction normally, and it threatens the space around it as if it were you. On your turn, you can mentally command the shadow where to move (no action required by you). You can use your action to mentally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
One shadow: If your shadow is slain, it disappears and you remain shadowless until you acquire another one. You can do so by spending 8 hours in a dark place to magically bind another.
Shadow Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. As an action, as long as your double and you are within 120ft of each other, you can concentrate on your shadow double to see and hear as it does; while you concentrated, your real self is considered both blind and deaf. Your concentration can break if your shadow double is hit. When not concentrating, you only have the vaguest sense of the shadow's surroundings (about 5ft or so around it) but can direct it using your own senses.
Mirrored attack
Starting at 9th level, you can make one weapon attack yourself when you command the shadow double to take the Attack action, provided you target the same enemy as your double. While technically two separate creatures, you are still limited to one instance of Sneak attack damage between your double and you.
Double Switch
At 13th level, as a move action, you can swap places with your shadow double, provided you are no more than 120 ft away from each other and neither is exposed to direct sunlight.
Deathly Shadow
Starting at 17th level, your shadow self and you achieve a deadly synergy. When your double and you sneak attack and hit the same creature, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of the triggering attacks against the creature. You can use this ability once per short rest.
Discussion
The basic idea is to have a flavorful damage dealing/scouting character. Compared to other archetypes, it certainly offers more survivability. Its utility potential is good, but not as good as an Arcane trickster with its repertoire of spells. It should not overstep the Assassin as pure damage, but should be able to match it closely under optimal conditions.
I suppose the easiest ways to tone down the power level of the character would be to:
have a single, persistent shadow as per Beastmaster rules (rather than following the druid's wild shape write-up); and/or
require concentration to maintain the shadow double.
Thoughts? Balances? Exploits?
"...for the night is dark and full of terrors"
http://lovelace-media.imgix.net/uploads/344/70b0f510-fe06-0132-4fbd-0ec273752cbd.gif?
Hit dice: 1d8 (same as Rogue)
Proficiencies: same as Rogue
Saving throws: Dex, Int (same as Rogue)
Skills: same as Rogue
Equipment: same as Rogue
Level
Prof. Bonus
Features
Sneak Attack
1
+2
Expertise, Sneak Attack, Thieve's Cant
1d6
2
+2
Cunning Action
1d6
3
+2
Shadow Double, Shadow Sight
2d6
4
+2
Ability Score improvement
2d6
5
+3
Uncanny Dodge
3d6
6
+3
Expertise
3d6
7
+3
Evasion
4d6
8
+3
Ability Score improvement
4d6
9
+4
Mirrored Attack
5d6
10
+4
Ability Score improvement
5d6
11
+4
Reliable Sneak
6d6
12
+4
Ability Score improvement
6d6
13
+5
Double Switch
7d6
14
+5
Blindsense
7d6
15
+5
Slippery Mind
8d6
16
+5
Ability Score improvement
8d6
17
+6
Deathly Shadow
9d6
18
+6
Elusive
9d6
19
+6
Ability Score improvement
10d6
20
+6
Stroke of Luck
10d6
Shadow Double
At 3rd level, you can use a bonus action to imbue your shadow with magic, giving it substance and transforming it into a separate creature. Your shadow detaches from yourself (you cast no shadow when using this power, even in bright light) and appears next to you, ready to act according to your commands. You can use this feature twice. You regain expended uses when you finish a short ar long rest. You can keep your shadow double detached for a number of hours equal to half your rogue level (rounded down). You can end this effect prematurely as a bonus action on your turn. The effect ends immediately if you fall unconscious or you die. Your shadow double has the following characteristics:
Shadow copy: The shadow double has the same abilities and statistics you have, including temporary spells and effects. It resembles you in appearance, except for a darker, oil-like texture.
Shadow flesh: The double is a corporeal creature. It is resistant to necrotic damage but vulnerable to radiant damage.
Shadow wisp: due to its shadowy nature, your double can hide in any area of dim light or darkness as if it had concealment and gains advantage on Dexterity (Stealth) checks; when moving through such an area, the double has advantage against attacks of opportunity. While in direct sunlight, the shadow double has disadvantage on attack rolls and saves, as well as on Dexterity (Stealth) and Wisdom (Perception) checks that rely on sight.
One mind: Your shadow double obeys your mental commands flawlessly if able to do so. It takes its turn on your initiative, though it doesn't take an action unless you command it to. It can use its own reaction normally, and it threatens the space around it as if it were you. On your turn, you can mentally command the shadow where to move (no action required by you). You can use your action to mentally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
One shadow: If your shadow is slain, it disappears and you remain shadowless until you acquire another one. You can do so by spending 8 hours in a dark place to magically bind another.
Shadow Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. As an action, as long as your double and you are within 120ft of each other, you can concentrate on your shadow double to see and hear as it does; while you concentrated, your real self is considered both blind and deaf. Your concentration can break if your shadow double is hit. When not concentrating, you only have the vaguest sense of the shadow's surroundings (about 5ft or so around it) but can direct it using your own senses.
Mirrored attack
Starting at 9th level, you can make one weapon attack yourself when you command the shadow double to take the Attack action, provided you target the same enemy as your double. While technically two separate creatures, you are still limited to one instance of Sneak attack damage between your double and you.
Double Switch
At 13th level, as a move action, you can swap places with your shadow double, provided you are no more than 120 ft away from each other and neither is exposed to direct sunlight.
Deathly Shadow
Starting at 17th level, your shadow self and you achieve a deadly synergy. When your double and you sneak attack and hit the same creature, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of the triggering attacks against the creature. You can use this ability once per short rest.
Discussion
The basic idea is to have a flavorful damage dealing/scouting character. Compared to other archetypes, it certainly offers more survivability. Its utility potential is good, but not as good as an Arcane trickster with its repertoire of spells. It should not overstep the Assassin as pure damage, but should be able to match it closely under optimal conditions.
I suppose the easiest ways to tone down the power level of the character would be to:
have a single, persistent shadow as per Beastmaster rules (rather than following the druid's wild shape write-up); and/or
require concentration to maintain the shadow double.
Thoughts? Balances? Exploits?