The Rogue Skulker specializes in weaving shadows and secrets, seamlessly blending the intricate art of subterfuge with deadly precision. These cunning rogues excel in the fine art of misdirection, effortlessly evading detection as they strike from unseen positions.
Their remarkable talents not only make them formidable opponents in combat but also skilled manipulators in social situations, allowing them to play on the fears and expectations of others. Whether operating in the dimly lit alleys of a bustling city or amidst the chaos of battle, Rogue Skulkers are masters of their craft, leaving a trail of confusion and fear in their wake.
You gain proficiency in the Stealth skill. If you are already proficient, your proficiency bonus is doubled for any ability check you make with it.
You learn Thieves' Cant, a coded language used to conceal messages among criminals and spies.
You can take a bonus action on each of your turns in combat. This bonus action can be used only to take the Dash, Disengage, or Hide action.
Your next weapon attack after teleporting has advantage.
In addition, you can use your Dexterity modifier instead of your Strength modifier when determining jumping distance.
Additionally, as a bonus action, you can grant yourself a burst of speed. For 1 minute, your walking speed increases by 15 feet.
You can use this bonus action a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.
The condition ends early if the creature takes damage or another creature uses an action to shake it awake.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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