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Verdant Shadow - Roguish Archetype

Rogues of the Verdant Shadow walk the silent paths of the wild, guided by the will of Shwazen. Masters of stealth and ambush, they weave into nature itself, vanishing like mist and striking like the viper. Whether they follow the Angshire Spirits, the Old Shwazen Ancestors, or the Shwazen Faith, Verdant Shadows are the embodiment of patience, cunning, and nature’s deadly precision.  

Natural Instinct

At 1st level, nature itself bends to hide your presence, moving in harmony with your stealth.  

Verdant Camouflage

As a bonus action, you can call upon the wilds to obscure your presence. Shadows deepen, foliage subtly shifts, and nature itself aids your stealth. Until the start of your next turn:
  • You are considered lightly obscured.
  • You may attempt to Hide, even if you are in direct sight, as long as you are in natural terrain (such as forests, jungles, grasslands, or caves).

  • You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.  

    Stealth in the Wilds

    You gain advantage on Dexterity (Stealth) checks while in natural terrain and ignore nonmagical difficult terrain in such environments.  

    Verdant Cloak & Dagger

    At 3rd level, you can call upon nature itself to shroud you from view and embrace the cunning of the wild’s most efficient hunters.  

    Verdant Camouflage

    Your Verdant Camouflage improves. Then natural growth obscures your position. This creates half cover and allows you to attempt to Hide, even if you are in direct sight. If you remain motionless within the cover for at least one round, the growth thickens and counts as three-quarters cover. If you continue to be motionless for another round, the growth covers you completely, providing full cover.   The cover lasts for 1 minute or until you move or take an action (except for Hide).  

    Predator’s Strike

    If you move at least 10 feet before hitting a creature with Sneak Attack, you deal an additional 1d6 damage.  

    Nature’s Embrace

    At 9th level, your connection to the wild enhances both your stealth and lethality.  

    Verdant Camouflage

    When you use Verdant Camouflage and whenever you take the Hide action in natural terrain, nature attempts to protect you. Until the start of your next turn, attack rolls against you have disadvantage.  

    Predator’s Strike

    The bonus damage from Predator’s Strike increases to 2d6.  

    Venomfang Strike

    Your strikes carry the silent judgment of the wild, inflicting venomous wounds. Once per turn, when you hit a creature with Sneak Attack, you can imbue your attack with magical venom. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier).
  • On a failed save, the creature takes an additional 3d6 poison damage and is poisoned for 1 minute.
  • If the creature is already poisoned, it takes an additional 2d6 poison damage instead.
  • The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • The poison damage ignores resistance.

  • You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.  

    Phantom of the Wilds

    At 13th level, you become an enigma of the wild, impossible to pin down.  

    Verdant Camouflage

    You become an expert at natural camouflage. You may now use this feature a number of times equal to twice your proficiency bonus, regaining all expended uses when you finish a short or long rest.  

    Serpent’s Reflex

    Your agility rivals that of the most elusive predators. When a creature misses you with an attack, you can use your reaction to move up to half your speed without provoking opportunity attacks.  

    Avatar of the Hidden Wilds

    At 17th level, you are no longer merely concealed—you are one with nature itself, an unseen predator whose movements cannot be traced.  

    Verdant Camouflage

    Nature now fully embraces your presence, shielding you from sight even in motion. While you are hidden in natural terrain, you are invisible to creatures that rely on sight, including those with darkvision, and you creatures with tremorsense and blindsight must make their perception checks with disadvantage for the duration of your Hide action.
  • This invisibility persists even while you move, as long as you remain within natural terrain.
  • This effect ends if you attack, cast a spell, or enter an area devoid of natural elements.

  • Predator’s Strike

    The bonus damage from Predator’s Strike increases to 3d6.  

    Viper’s Kiss

    Your strikes carry Shwazen’s silent and deadly judgment, rendering enemies helpless in an instant.
  • Once per turn, when you hit a creature with Sneak Attack, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier).
  • On a failed save, the creature is restrained until the end of your next turn.
  • If the creature is already poisoned, it makes this saving throw with disadvantage.
  • You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.

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