Rogue: Shadowhand in Myths of Mudora | World Anvil
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Rogue: Shadowhand

The Sheikah Clan has long been masters of the shadow and few outsiders are ever taught their secrets. They have held a long standing alliance with the Hyrulean Royal Family and often use their skills of subterfuge and secrecy to carry royal secrets or to deal with inconvenient enemies.  

Smoke Grenades

  When you choose this archetype at 3rd level, you are skilled in crafting smoke grenades. Over the course of a long rest, you can craft a number of smoke grenades equal to your Intelligence modifier. You can use smoke grenades as part of your Cunning Action when you throw it at your feet. This creates a smoke screen in a ten foot radius that lasts until the start of your next turn. Creatures cannot see into or out of this smoke screen, but it can be dispersed by a gust of wind or updraft.  

Shadow Clones

  Starting at third level, you gain a new Cunning Action to create an illusory clone as a Bonus Action. On each of your turns, you can command your clone to move to any point within 20 feet of you (no action required). If you use this feature again, the original illusory clone is replaced and recreated in a space that you choose. Your illusory clone lasts for one minute and ends early if you are incapacitated or choose to end it early with a Bonus Action.   For the purposes of Sneak Attack, your clones count as an enemy of your target. Your clone cannot be destroyed, but Large or smaller opponents must roll a Wisdom Saving Throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) to willingly move through your clone.  

Illusory Blows

  At 9th level, you can command a Shadow Clone use an attack as part of your Cunning Action. This uses the attack roll for whatever weapon you are holding, but does not consume any ammunition if using a ranged weapon. For damage, your clone is able to do Force damage equal to half the number of Sneak Attack dice for your level. You can use this feature a number of times equal to your Intelligence modifier and regain all uses of this feature after a long rest.   When you use the Shadow Clones feature, you can have two illusory clones instead of one.  

Army of One

  At 13th level, your Shadow Clones feature now creates four illusory clones instead of one. If you and two of your illusory clones surround a Large or smaller creature, you gain advantage on your attack. If you and all of your illusory clones surround a Huge or larger creature, you also gain advantage on your attack.   Moreover, you gain a new action. As long as you have four illusory clones surrounding a creature, you can command them to restrain the creature. This takes the effects of the Hold Monster spell (DC = 8 + your Proficiency Bonus + your Intelligence modifier). Once you have successfully used this feature to restrain a creature, you cannot do so again until you complete a long rest.  

Master of Duplicity

  At 17th level, as your Bonus Action, an illusory clone can take the place of yourself or any allied target within thirty feet of the clone. The clone and target will immediately trade places. If this causes the clone to be adjacent to an enemy target, it must immediately make an attack using Illusory Blows and be dispersed. If you have no uses of Illusory Blows remaining, then this attack deals Force damage equal to your Intelligence modifier. You can use this feature once and can use it again the next time you roll initiative or complete a short or long rest.   Additionally, you can now create six illusory clones when you use the Shadow Clones feature.
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