Rogues of the Nightmare archetype excel at combat in the
dark, inflicting terror into their foes. These combatants prefer
to operate at night or in places that otherwise never see the
light of day, and are feared by the common folk. Nightmare
rogues often scout out their targets' deepest fears, replicating
them to great effect.
Cover of Night
Starting at 3rd level, you learn to mask your strikes with
shadows. You don't need advantage on your attack roll to use
your Sneak Attack if you attack while in dim light or darkness.
All the other rules for the Sneak Attack class feature still
apply to you.
Additionally, being in dim light or darkness does not have a
negative effect on your passive Perception or passive
Investigation.
Afraid of the Dark
At 3rd level, your blade strikes fear in the hearts of your foes.
Whenever you deal damage with your Sneak Attack to a
creature while you are in dim light or darkness, you can force
it to make a Wisdom saving throw or become frightened of
you for 1 minute. The DC for this saving throw is equal to 8 +
your proficiency bonus + your Charisma modifier. A creature
is immune to this effect if it has darkvision.
If the creature loses sight of you, it instead becomes
frightened of all areas that are in complete darkness until it
can see you again.
If the creature ends its turn in bright light, it can repeat the
saving throw, ending the effect on a success.
Mask of Darkness
At 9th level, the cover of night lends aid to your ability to
deceive. You have advantage on Charisma (Deception) and
Charisma (Intimidation) checks made while in dim light or
darkness.
Instill Dread
At 13th level, you gain the ability to strike fear in your foes
without lifting your blade. As a bonus action, you can speak
words of terror and force a creature within 60 feet of you that
can't see you to make a Wisdom saving throw. The target must
be able to hear and understand you. If you are hidden, doing
this does not give away your position. On a failed save, the
target becomes frightened of all areas that are heavily
obscured from it for 1 minute, or until it sees you.
The target can repeat the saving throw at the end of each of
its turns, ending the effect on a success.
Strike Fear
At 17th level, your blade cuts into the mind of your terrified
foes. Whenever you hit a creature that is frightened of you
with an attack, the creature takes an extra 2d6 psychic
damage.
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