The Nightbringer
The Nightbringer is a master of shadows, deception, and fear. Combining brutal intellect, silent movement, and an arsenal of magic items, these rogues are urban legends, vigilantes who stalk the guilty and shatter their minds before ever drawing blood.
(3rd Level)
Shadow Arsenal
You've created or scavenged a series of specialized tools to aid your missions. You gain proficiency with Tinker’s Tools, and can craft and deploy the following Shadow Arsenal gadgets, replenished on a short or long rest, equal to your proficiency bonus.
You can deploy one as a bonus action, or as part of the Cunning Strike feature (see below).
- Smoke Pellet: Create a 10-foot-radius cloud of smoke that provides heavily obscured cover until the start of your next turn. You may Hide as a reaction.
- Grapple Hook: As a bonus action, pull yourself to a surface or ledge within 30 feet that you can see.
- Shock Mine: Place a tiny arcane trap on a surface (5-foot square). A creature entering it must succeed a Dexterity save (DC = 8 + Proficiency + Intelligence modifier) or take 1d6 lightning damage and be unable to take reactions until the start of its next turn.
Cunning Strike
When you take the Attack action on your turn, you can forego dealing Sneak Attack damage to instead apply a tactical effect:
Option | Effect |
---|---|
Disarm | Target makes a Strength saving throw or drops one held item (DC = 8 + Dex mod + Proficiency). |
Trip | Target makes a Dexterity save or falls prone. |
Silence Strike | Target is muted until the start of your next turn (no verbal components or speech). |
Mark | Until the end of your next turn, the target can’t benefit from being invisible, and you have advantage on Perception checks to track them. |
Terrify | Target makes a Wisdom saving throw or becomes Frightened of you until the end of its next turn. |
You can use Cunning Strike once per turn, replacing your Sneak Attack damage. The save DC for any option is 8 + your Dexterity modifier + your proficiency bonus.
(6th Level)
Predator's Mind
You've honed your instincts to always plan three steps ahead. You gain:
- Read Weakness: You can analyze a foe as a bonus action. For 1 minute, you deal Sneak Attack to them even if you don’t have advantage, as long as no one else is within 5 feet of them.
- Mental Fortress: You gain proficiency in Wisdom saving throws. If you already have it, you instead gain advantage against charm and frighten effects.
(10th Level)
Cloak of Dread
You learn to vanish like a shadow and leave behind only fear.
- When you use your Cunning Action to Hide, you become invisible until the start of your next turn or until you attack or cast a spell.
- Once per long rest, when you reduce a creature to 0 HP or score a critical hit, all hostile creatures within 10 feet must make a Wisdom saving throw or become Frightened for 1 minute (repeat save at end of each turn).
(14th Level)
The Legend in the Dark
You are now a walking myth, the whisper in the alley, the phantom on the rooftop.
- You gain blindsight 30 ft. in dim light or darkness.
- If you are Hidden from a creature at the start of your turn, you can apply two Cunning Strike options to your next attack.
When you drop a creature to 0 HP or successfully Frighten a creature, you may immediately Hide as a reaction without using Cunning Action.
Comments