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thoroughlyS
2018-06-05, 10:55 PM
Created for this thread (http://www.giantitp.com/forums/showthread.php?559275-Shadow-Initiate). Basically a variant of the Arcane Trickster I came up with. Not very original, considering most of the abilities are basically copied from other subclasses in the PHB, but the OP of that thread seemed to like it.

Shadow InitiateSome rogues live in the darkness for so long that they almost seem to mingle with it, letting it flow through them and bending it to their will. Sometimes called umbral stalkers, lurks, or dark scions, these rogues spend countless hours meditating on the darkness around them and fostering it within.

Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and below for the shadow initiate spell list.
Cantrips. You learn two cantrips of your choice from the shadow initiate spell list. You learn another shadow initiate cantrip of your choice at 10th level.
Spell Slots. The Shadow Initiate Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-level and Higher. You know three 1st-level spells of your choice from the shadow initiate spell list.
The Spells Known column of the Shadow Initiate Spellcasting table shows when you learn more shadow initiate spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the shadow initiate spells you know with another spell of your choice from the shadow initiate spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your shadow initiate spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shadow initiate spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Shadow Initiate Spellcasting


Rogue
Level
Cantrips
Known
Spells
Known
1st
2nd
3rd
4th


3rd
2
3
2
—
—
—


4th
2
4
3
—
—
—


5th
2
4
3
—
—
—


6th
2
4
3
—
—
—


7th
2
5
4
2
—
—


8th
2
6
4
2
—
—


9th
2
6
4
2
—
—


10th
3
7
4
3
—
—


11th
3
8
4
3
—
—


12th
3
8
4
3
—
—


13th
3
9
4
3
2
—


14th
3
10
4
3
2
—


15th
3
10
4
3
2
—


16th
3
11
4
3
3
—


17th
3
11
4
3
3
—


18th
3
11
4
3
3
—


19th
3
12
4
3
3
1


20th
3
13
4
3
3
1



Slip through Shadows
At 3rd 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 30 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Gear
Beginning at 3rd level, you can bend and weave shadow into your tools of trade. As an action, you can create one of the following items in your empty hand:

a cloak
a crowbar
a finesse or ranged weapon
a set of thieves' tools
50 feet of silk rope
This item is obviously magical, and appears to be made of solid darkness. It disappears if it is more than 5 feet away from you for 1 minute or more.
You can use this feature a number of times equal to 1 + your Wisdom modifier. You regain all expended uses when you finish a long rest.

Mantle of Darkness
Starting at 9th level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
You can attempt to hide even when you are only lightly obscured by an area of dim light.

Shadow Assault
At 13th level, you learn to use your shadow as a weapon. When you are in bright light or dim light, as an action you can make a ranged spell attack against a creature you can see within 60 feet of you. On a hit, the target takes necrotic damage equal to your sneak attack dice + your Wisdom modifier.
Once you use this feature, you can't use it again until you finish a short or long rest.

One with the Darkness
At 17th level, you gain the ability to become a living shadow. As an action, you can wreathe yourself in a cloak of darkness, gaining the following benefits for 1 minute:

You gain a fly speed of 50 feet, and you can hover.
You have immunity to necrotic damage.
You can’t be grappled, paralyzed, petrified, prone, or restrained.
You can move through a space as narrow as 1 inch wide without squeezing.
Once you use this feature, you can't use it again until you finish a long rest.

Shadow Initiate SpellsCantrips (0 Level)
chill touch
gust
mage hand
message
sword burst
toll the dead
1st Level
cause fear
detect magic
disguise self
entangle
find familiar
inflict wounds
mage armor
silent image
2nd Level
blindness/deafness
blur
darkness
invisibility
mirror image
ray of enfeeblement
see invisibility
shadow blade
3rd Level
fear
gaseous form
haste
nondetection
phantom steed
stinking cloud
thunderstep
vampiric touch
4th Level
banishment
evard's black tentacles
greater invisibility
hallucinatory terrain
phantasmal killer
shadow of moil

Princess
2018-06-08, 07:17 PM
It looks like this isn't just a thematic difference, but effectiively a stronger Arcane Trickster. That's very unnecessary in balance terms because Arcane Trickster is already one of the best rogue subclasses for optimizers. I'd recommend rereading the other rogue subclasses and toning the power of these down accordingly.

thoroughlyS
2018-06-11, 03:14 PM
Could you be more specific about where this subclass is stronger? I don't disagree (mainly because this wasn't my idea) I just want to know what sticks out to you.