Roguish Archetype: Umbraworked
There's not much known about the Umbraworked that isn't shrouded in rumors. They are identifiable by the long, intricate tattoos that cover their bodies. Some say these tattoos move on their own accord. Some put their origins in the Shadowfell; others say they are some kind of demons, observing patiently.
Umbraworked Features
| Rogue Level | Feature |
|---|---|
| 3 | Eye for Detail, Blood Nourishment, Shadowy Whips |
| 6 | Shaded Acumen |
| 11 | Somber Protection |
| 17 | Dark Harmony |
Eye for Detail
Starting at level 3, your eye for details is improved. You gain proficiency in Insight and Investigation.
Blood Nourishment
The ink used in your tattoos uses your blood to power its magic. In order to command your whips, you can expend a Hit dice or sacrifice 1d8 hit points.
Shadowy Whips
Starting at level 3, you gain some control over your tattoos, funneling their magic into 3 shadowy whips with a reach of 20 feet. You can do 2 actions with them:
- Lash. Your whips can lash to a creature as a spell weapon attack, dealing 1d6 slashing damage per whip.
- Bind. Your whips can bind one target in place. The target must succeed a Strength saving throw against a DC equal to 8 + double the number of whips, or be restrained for one minute. While you have a target restrained, your speed is zero, but you can attack. At the end of each of their turns, they can make another Strength saving throw. On a success, the bind ends on the target.
You gain another whip at level 7 (4), level 12 (5), and level 17 (6).
Shaded Acumen
Starting at level 9, you get a better understanding of the shadow power in your tattoos, aiding you throughout your adventures. You gain advantage on Intelligence (Insight) checks when you are in an area of dim light or darkness.
Somber Protection
Starting at level 13, the shadow in your tattoos will seek to protect you. You can do 2 new actions with your whips:
- Shelter. When you are in an area of dim light or darkness, your whips can cover you in shadows. As an action, you to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. If you are in an area of darkness, the shadows are strong enough that you don't need to feed your tattoos.
- Parry. As a reaction, your whips can deflect a weapon attack, reducing the damage by 2d8 + your constitution modifier.
Dark Harmony
Starting at level 17, you mesh flawlessly with your tattoos. You gain the following benefits:
- Your blindsense is increased by 10 feet.
- Your movement while binding a creature is half your speed.
- If you are in an area of magical darkness at the end of your turn, you heal 1d8 + your constitution modifier.
Credits
Designer: Andres R.
Template: GM Binder
Changelog
Version 1.0
- Initial release