Custom Stats: +2 DEX +1 WIS
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sneaky. You are proficient in the Stealth skill.
Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Roguish Archetype: Umbral
Words are a powerful and dangerous concept, the ability to destroy anything with a single syllable, but also doing the opposite, creating life and even power that might be too much to control. You however asked to walk in the dark with your word of choice… and the cost? The shadows envelop your body and become a part of you, taking the strength you wanted far quicker than it should be received, but losing a part of yourself in the process.
Adumbral Step: When you choose this archetype at 3rd level, you gain proficiency in the Stealth and Acrobatics skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Chimerical Wounds: Starting at 3rd level, your sneak attack dice become d4’s rather than d6’s, still following the table shown in the Sneak Attack column. In addition, you gain new ways to use your sneak attack dice to aid you in your fights. Choose one of the following damage types: Cold, Necrotic, or Psychic. You can choose to allow your sneak attack dice to become that damage type. You also gain access to two Chimerical Wounds tied to that damage type. You gain access to another damage type at Level 9 and Level 13.
Chimerical Wound save DC = 8 + your proficiency bonus + your Wisdom modifier
Cold:
Numbed Veins: Upon being hit, the creature must succeed a STR saving throw, or have disadvantage on the next melee or ranged weapon attack they make.
Lacerated Footwork: Upon being hit, the creature must succeed a DEX saving throw, or fall prone.
Necrotic:
Death Walk: Upon being hit, the creature must succeed a WIS saving throw, or walk in a random direction decided by a 1d8 for 5 feet.
Heartstopper: Upon being hit, the creature must succeed a CON saving throw, or the next attack roll made against this target before the end of your next turn has advantage.
Psychic:
Nerve Snap: Upon being hit, the creature must succeed an INT saving throw, or suffer a -1d4 on its next saving throw before the start of its next turn.
Lost Vision: Upon being hit, the creature must make a CHA saving throw, or be considered blind to the attacker until the end of their turn.
You may do a Chimerical Wound once per turn and have an amount of uses corresponding to a damage type equal to two times your proficiency bonus per long rest.
Split Shadow (Level 9): Starting at 9th level, you may choose to thin your chimerical wounds assault, to make it into two rather than one in one turn. Upon taking the attack action, you may choose to apply half of your sneak attack dice (rounded up), rather than all, to your first hit, with the remainder being a part of a second attack (rounded down), with things such as Extra Attack or if you are wielding two weapons with the light property. The two strikes themselves must be of the same damage type, though each strike can be a different Chimerical Wound from that damage type. This only expends one use of a Chimerical Wound and you may do this with each damage type of Chimerical Wound equal to half of its resource per long rest.
Corrupted Strike(s) (Level 9): Starting at 9th level, whenever you are to critically hit an enemy with a strike, you add your proficiency bonus to the total. If you are to critically hit an enemy with a strike with sneak attack, you instead add half your level to the total.
Potent Chimerical Wounds(Level 13): Starting at 13th level, you gain the ability to push more into your Chimerical Wounds, making them more deadly than before. You may choose to expend two uses of Chimerical Wounds to do a more stronger version.
Cold:
Numbed Veins: Upon being hit, the creature must succeed a STR saving throw, or have disadvantage on the next melee or ranged weapon attack they make, as well as only be able to make one attack on their next turn.
Lacerated Footwork: Upon being hit, the creature must succeed a DEX saving throw, or fall prone. A creature knocked prone this way must expend all of their movement to get up, rather than half.
Necrotic:
Death Walk: Upon being hit, the creature must succeed a WIS saving throw, or walk in a random direction decided by a 1d8 for 15 feet. Attacks against the creature when they move like this are at advantage
Heartstopper: Upon being hit, the creature must succeed a CON saving throw, or the next attack roll made against this target before the end of your next turn has advantage. The crit range for this hit is 19-20.
Psychic:
Nerve Snap: Upon being hit, the creature must succeed an INT saving throw, or suffer a -1d6 on saving throws before the start of its next turn.
Lost Vision: Upon being hit, the creature must make a CHA saving throw, or be considered blind to the attacker until the end of their next turn. The creature takes an additional weapon damage die from you.
Penumbral(Level 17): Whenever you critically hit an enemy with sneak attack, you always apply the basic version of the Chimerical Wound you wish to inflict. If you wish to inflict a potent Chimerical Wound, it costs one use rather than two, and the creature makes the save at disadvantage. If you critically hit an enemy without sneak attack, you may choose to expend uses of your Chimerical Wounds as if you had done so.
-Piercer
You have achieved a penetrating precision in combat, granting you the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.