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A special snowflake will frequently be the one dealing with NPCs, making
decisions for the rest of the party, and determining the course of the campaign.
As a special snowflake player, decide what it is you want to do and inform the
DM. It is then the DMs job to make it happen. There is nothing you cannot do,
though it may realistically take some time to accomplish, especially if there
happen to be other players slowing you down. Remember that the other players
are there to support your goals, and the game world revolves around you.
Class Features
As a special snowflake, you gain the following class features.
Hit Points
Hit Dice: 1d12 per special snowflake level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher levels: 1d12 + your Constitution modifier per special
snowflake level after 1st. If you roll an 8 or less for hit points, treat the result as
a 9.
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: Two of your choice
Equipment
You start with the following equipment, in addition to the equipment granted
by your background:
Any two weapons
Any pack
500 gp to spend on additional equipment
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D&D 5th Edition Character Class: the Special Snowflake
Proficiency
Level Bonus Features
1 +2 Special Archetype, Survivor
2 +2 Action Surge (one use), Force of Personality
3 +2 Special Archetype Feature, Skilled
4 +2 Ability Score Improvement, Tier Jump
5 +3 Extra Attack, Special Archetype Feature, Unique
Ability
6 +3 Ability Score Improvement, Expertise
7 +3 Action Surge (two uses), Special Saving Throw
8 +3 Ability Score Improvement, Evasion
9 +4 Skilled, Special Archetype Feature
10 +4 Ability Score Improvement, Tier Jump
11 +4 Unique Ability
12 +4 Ability Score Improvement, Expertise
13 +5 Action Surge (three uses), Special Archetype Feature
14 +5 Ability Score Improvement, Special Saving Throw
15 +5 Skilled, Special Archetype Feature
16 +5 Ability Score Improvement, Tier Jump
17 +6 Unique Ability, Wish
18 +6 Action Surge (four uses), Expertise
19 +6 Ability Score Improvement, Special Archetype Feature
20 +6 Alter Reality, Special Saving Throw
Special Archetype
At 1st level you choose one of the four archetypes available to special
snowflakes: the Agent of the Gods, the Supreme Arcanist, the Ultimate Warrior,
or the Walker in Darkness. Your choice grants you benefits at 1st, 3rd, 5th, 9th,
13th, 15th and 19th level.
Survivor
When reduced to half your hit points or less, you regain one hit point per
round. If you are reduced to 0 hit points, you automatically stabilize on your
turn without having to make death saving throws.
Action Surge
This feature is identical to the Fighter feature of the same name and follows the
same guidelines. On your turn, you may take another action in addition to
your normal action and a possible bonus action. After using this feature once,
you must finish a short or long rest before using it again. At 7th level, you may
use this feature twice between rests. At 13th level, you may use this feature
three times between rests. At 18th level, you may use this feature four times
between rests.
Force of Personality
At 2nd level you add your Charisma modifier as a bonus to your armor class.
Skilled
At 3rd level, you gain proficiency with another skill of your choice. You gain
proficiency with an additional skill at 9th level and again at 15th level.
Tier Jump
Special snowflakes advance through the tiers of play faster than other
characters. When you reach 4th level, you gain 2,000 experience points. When
you reach 10th level, you gain 10,000 experience points. When you reach 16th
level, you gain 15,000 experience points.
If the campaign uses milestone level advancement, then you gain 5th level
when you achieve the milestone for 4th level, effectively skipping 4th level
completely. When you achieve the milestone for 10th level, you immediately
advance to 11th level. When you complete the milestone for 16th level, you
advance directly to 17th level. If you are 20th level and the rest of your party
achieves a milestone for level advancement, you receive an epic boon. Decide
what epic boon you want from among those outlined in the Dungeon Masters
Guide and inform the DM of your choice. Or you can devise your own epic boon
and provide the details to the DM.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn.
Unique Ability
You may design one feature that becomes a part of your character. Examples
include: you sprout wings that grant a flying speed equal to your walking
speed; your eyes glow with an intimidating magical light that allow you to see
through normal and magical darkness, and see magical auras; you grow horns
and can attack with them as a bonus action for 1d8 + your Strength modifier;
shimmering sparkles of light surround you at all times, acting as a light spell
and dispelling magical darkness within 30; any weapon you touch becomes a
+1 magical weapon for as long as you hold it; your skin becomes like stone,
granting resistance to slashing, piercing, and bludgeoning damage; your
magical heritage manifests, making you immune to one type of energy damage;
you gain the breath weapon of a dragon of equal hit dice, usable once between
short or long rests; you grow a prehensile tail that enables you to wield a
weapon as an off-hand while still holding a shield; etc.
Once you have decided on a feature, inform the DM of your choice. You may
also decide to keep your Unique Ability a secret, or leave it undecided until the
moment is right. For example, if you have an undeclared Unique Ability, and
you find yourself attacked by a black dragon, you may declare that your
Unique Ability is that you are immune to acid. You gain one feature at 5th level,
then another at 11th level and 17th level.
Expertise
Choose two from among your skills or tool sets that you are proficient with.
You add double your proficiency bonus to any checks made using those skills
or sets of tools. You gain this feature at 6th level, 12th level, and 18th level.
Evasion
At 8th level you are competent enough to avoid certain area spells, such as
Fireball or Ice Storm, and certain effects, like dragon breath. When you are
subjected to an effect that allows you to make a Dexterity saving throw for half
damage, you instead take no damage if you succeed and only half damage if
you fail.
Wish
When you reach 17th level, you gain the power to cast a Wish spell. The Wish
spell granted from this feature is in addition to any Wish spells you may cast
through regular spellcasting. Once you have used this ability, you must
complete a long rest before you can use it again.
Alter Reality
At 20th level you may change the campaign world to suit your desires. Once per
adventure or game session, you may declare that the campaign world is
actually different than the details or information provided by the DM. For
instance, the DM tells your party that a cataclysmic event has destroyed a
large area of the countryside, including one of your castles and the city around
it. In response, you Alter Reality and inform the DM that the castle and city
remain undisturbed. As another example, if you live in a world in which
wizards are hated, feared, and hunted, you may Alter Reality so that your
special snowflake is the one and only arcane caster loved and honored around
the world. Or, if a deity arrives to destroy your party for interfering with the
deitys worshippers and church, you may Alter Reality and tell the DM that the
deity has actually fallen in love with your special snowflake. The deity wants to
forget any past difficulties and support you in any way possible. You are
encouraged to be creative when using this feature.
Special Archetype
No two special snowflakes are the same. However, as a special snowflake, you
will share certain characteristics with the rare few other special snowflakes
depending on the type of character you choose.
Spellcasting
As one who channels divine power, you can cast cleric and druid spells. See
chapter 10 of the Players Handbook for the general rules of spellcasting and
chapter 11 for the cleric and druid spell lists.
Cantrips
At 1st level, you know four cantrips of your choice, chosen from the cleric or
druid spell list. You gain new cantrips at higher levels as a sorcerer would. Use
the sorcerer table in the Players Handbook for your cantrip progression.
Spellcasting Ability
You may use Charisma or Wisdom for your spellcasting ability. Use the ability
score with the higher modifier whenever a spell refers to your spellcasting
ability. The higher modifier of your Charisma or Wisdom sets the saving throw
DC for a cleric or druid spell you cast and when making an attack roll with
one.
Ritual Casting
You can cast any spell you have prepared as a ritual if that spell has the ritual
tag.
Spellcasting Focus
You can use a holy symbol or druidic focus (found in chapter 5 of the Players
Handbook) as a spellcasting focus for your spells. Use whichever you feel is
appropriate to your deity.
Godly Domain
Instead of being limited to a single domain like clerics, special snowflakes have
a much wider array of powers. At 1st level you gain access to the Godly
Domain. This domain grants you the option of using all of the Channel Divinity
powers of all the other domains, as well as the Turn Undead option available to
all clerics.
After you use your Channel Divinity once, you must finish a short or long
rest before using it again. At 5th level, you may use it twice between rests. At
11th level, you may use it three times between rests. At 17th level, you may use
it four times between rests.
The Godly Domain grants domain spells, just as other domains do.
However, you are not limited by a set list of spells. Instead, you may declare
any two cleric or druid spells to be your domain spells. Just as with other
domains, you gain two spells of each spell level. Unlike other domains, you
gain domain spells for all spell levels, not just 1st through 5th level. These
domain spells are always prepared and do not count against your limit of
prepared spells. As soon as you gain access to a new level of spells, choose
your two domain spells for that level. Once you have decided on two spells to
be your domain spells for a particular spell level, those spells remain until you
change them. You may change one of your domain spells each time you
advance a level.
Divine Intervention
Just as normal clerics can request aid from their deity, so can an Agent of the
Gods ask for such aid. Beginning at 1st level, you may make a request directly
to your patron deity for help if your need is particularly great.
As an action you may make a request to your god for help. You roll
percentile dice, and if the result is equal to twice your special snowflake level or
less, the request has been heard and will be answered. The DM decides what
kind of help is received with input from you.
After using this feature, you cannot use it again until you complete a long
rest, regardless of whether or not the attempt was successful.
Godly Concentration
Beginning at 1st level, when you are concentrating on a spell and you take
damage, the DC for your Constitution saving throw is one half the damage you
receive. The minimum DC is not 10 for you. Thus, if you are hit for 6 hit points
of damage, you must make a DC 3 Constitution save to maintain concentration
on your spell. Also note that a roll of a natural 1 is not an automatic failure
when making a saving throw. If your group uses a house rule that declares a
roll of a natural 1 to be an automatic failure for a saving throw, you are not
subject to that rule when making Constitution saving throws to maintain
concentration.
Divine Restoration
At 3rd level, the intimate nature of your connection to your deity becomes more
evident. As an action, you offer a prayer to your deity, channeling divine might.
Your prayer floods you with the power of your god, restoring up to half of your
lost hit points and half of your spent spell slots of each level, rounded up, with
a minimum of one. For example, if you are in battle with 32 hit points
remaining out of 80, and you had cast three 1st level, three 2nd level, two 3rd
level, and one 4th level spell, you would regain 40 hit points, bringing you up to
72 hit points, along with two 1st level, two 2nd level, one 3rd level and one 4th
level spell slot.
Once you have used this feature, you cannot use it again until you finish a
long rest. At 15th level, you may use this feature twice between long rests.
Worthy Companion
At 5th level you may choose one of the following two features. Once chosen, the
feature remains with you for the rest of your career.
For the first option, your deity sends you a companion creature. This divine
servant takes the form of any beast with a challenge rating equal to or less
than half your level. Use the entry for the chosen creature as presented in the
Monster Manual, but add 2 hit points per hit die to the average hit points for
the creature. Your companion is utterly loyal to you and is immune to even
magical compulsion that might make it act against your interests. It
understands your commands in any language you speak, even gestures, and
will follow those commands. In combat it acts on its own turn using the
standard statistics for a creature of its type, but any natural attacks it has are
considered to be magical.
If the creature is killed, it vanishes. It can then be re-summoned by a ritual
that takes one hour and can be completed during a short rest. The same ritual
may be employed to change the form of your companion creature to that of
another creature. Although the form of your companion creature is normally
that of an animal associated with your deity, you may choose any creature of
appropriate challenge rating you like, even if you have never seen it before.
For the second option, you gain the ability to Wild Shape, as a druid. Refer
to the rules for Wild Shape in the druid section of the Players Handbook.
Those rules apply, except as listed here. As a bonus action on your turn, you
may take the form of any beast with a challenge rating equal to or less than
half your level. Since your deity provides the knowledge necessary, you do not
need to have seen the beast before in order to Wild Shape into it. Any natural
attacks you make while in beast form are considered to be magical. At 16th
level, you are able to cast spells while in beast form.
After you have used Wild Shape once, you must complete a short or long
rest before using it again. However, if you know the polymorph spell and cast it
on yourself, you may instead activate this feature in place of the normal effects
of that spell.
Divine Aura
At 13th level you can manifest a form of the awesome aura that surrounds
divine beings. As a bonus action on your turn, you let divine power radiate
forth from your body. You may decide that this takes on a visible form, such as
radiant light, sparkling motes of power, or a dark shadow in the air.
Regardless, all enemies within 60 must succeed a Charisma saving throw
against your spell DC or suffer disadvantage to attack rolls against you and
your allies. Affected creatures who leave the area are still affected, and new
enemies who enter the area must make saving throws immediately.
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D&D 5th Edition Character Class: the Special Snowflake
The aura lasts one minute and moves with you. After you have used this
feature once, you must complete a long rest before using it again. At 18th level
you may use it twice between long rests.
Godly Form
At 19th level you are able to become a partial avatar of your deity. As a bonus
action on your turn, you manifest the power of your god, taking on the aspects
of the deity. The appearance of this form varies depending on the portfolio of
your deity, and is left for you to describe.
For the next minute, any attack roll or saving throw you make has
advantage. You have resistance to all damage types. Your enemies have
disadvantage to all attack rolls against you and disadvantage on saving throws
against your spells. Finally, if you choose, you may cast a spell that has a
casting time of 1 action as a bonus action as long as Godly Form lasts.
Supreme Arcanist
This type of special snowflake focuses on arcane spells. Supreme Arcanists are
the undisputed masters of magical spell casting. No spell lies outside their
ability. Special snowflakes who select this archetype often become the most
powerful casters in the campaign world.
Spellcasting
As masters of arcane power, you can cast wizard and sorcerer spells. See
chapter 10 of the Players Handbook for the general rules of spellcasting and
chapter 11 for the wizard and sorcerer spell lists.
Cantrips
At 1st level, you know four cantrips of your choice, chosen from the sorcerer or
wizard spell list. You gain new cantrips at higher levels as a sorcerer would.
Use the sorcerer table in the Players Handbook for your cantrip and spell
progression.
Spellbook
At 1st level, you have a spellbook containing eight 1st level spells of your choice
from the sorcerer or wizard spell lists. Note that other casters who use
spellbooks cannot learn or copy sorcerer spells from your spell book.
Spellcasting Ability
You may use Intelligence or Charisma for your spellcasting ability. Use the
ability score with the higher modifier whenever a spell refers to your
spellcasting ability. You may use the same modifier when casting your
prepared list of spells or when casting from the list of spells that you know. The
higher modifier of your Intelligence or Charisma sets the saving throw DC for a
Sorcerer or Wizard spell you cast and when making an attack roll with one.
Ritual Casting
You can cast any spell you know as a ritual if that spell has the ritual tag. You
may also cast any spell you have in your spellbook as a ritual if it has the
ritual tag. You do not need to have a spell in your spellbook prepared to cast it
as a ritual.
Spellcasting Focus
You can use an arcane focus (found in chapter 5 of the Players Handbook) as a
spellcasting focus for your spells.
Arcane Rejuvenation
Even at 1st level, special snowflakes begin to show their superiority over other
characters. Once per day when you finish a short rest, you may regain all of
your expended spell slots. After you have used this feature, you must complete
a long rest before using it again.
Secret Knowledge
At 3rd level you begin to understand the connections between all magical spells.
You may choose one spell, including cantrips, from any class spell list that you
do not normally have access to and add it to your list of spells known. The spell
must be no higher than one level below the highest spell level for which you
have spell slots. Thus, at 3rd level, you could learn Cure Wounds, or any other
cantrip or 1st level spell from the cleric, druid, paladin, ranger, or warlock spell
lists.
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D&D 5th Edition Character Class: the Special Snowflake
When you gain access to a new level of spells as a supreme arcanist, you
also learn one new spell that is one level lower than the highest spell level for
which you have spell slots. Again, this new spell comes from a class spell list
other than sorcerer or wizard. You also keep the previous spell(s) learned
through this feature. You continue to learn new spells from other class spell
lists in this manner until 17th level, when you learn an 8th level spell and have
eight Secret Knowledge spells.
Spells known from this feature may not be recorded in your spellbook.
When you gain a level as a supreme arcanist, you may change one spell you
learned through this feature to any spell from the cleric, druid, paladin, ranger,
or warlock spell lists. The old spell is removed from your list of spells known,
and the new spell takes its place.
Battle Caster
At 5th level, when you take the attack action you may choose to replace one of
your weapon attacks with a cantrip that has a casting time of 1 action.
Mighty Blast
At 9th level, when you cast a spell that deals damage you may decide not to roll
the damage. Instead, the spell does the maximum damage possible. For
example, if you cast a fireball using a 3rd level spell slot and declared the use of
your Mighty Blast, the spell would cause 48 points of damage. Saving throws
apply as normal for the spell.
You may use this feature a number of times equal to your Intelligence
modifier. You regain all uses of Mighty Blast after a long rest.
Inured to Magic
By 13th level, you have become so accustomed to the flow of magic through
your body that spells are less able to affect you. You gain resistance to damage
caused by spells and you have advantage on saving throws against magic
spells or effects.
Accelerated Cantrips
When you reach 15th level, you have practiced your cantrips to the extent that
you may cast them at the same time as another spell. When you use your
action to cast a spell of 1st level or higher, you may cast a cantrip as a bonus
action on your turn, if the cantrip normally has a casting time of 1 action.
Well of Magic
At 19th level, you have delved into the secrets of magic further than any other
being who is not also a special snowflake or a god of magic. You may tap into
the primordial power of all magic in the world to fuel your spells. As a bonus
action on your turn, you open yourself to the raw magic of the universe,
allowing it to flow through you unchecked. Any spell you cast for the next
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D&D 5th Edition Character Class: the Special Snowflake
minute is cast using the highest possible spell slot you have available and does
not consume a spell slot. Thus, if you have a 9th level spell slot, all spells cast
for one minute are cast using 9th level spell slots without expending a 9th level
spell slot. Any spell you cast while the Well of Magic is active imposes
disadvantage to the saving throw of any target.
In addition, while you are using the Well of Magic, any damage-dealing
cantrip you cast inflicts two more dice of damage. For example, a firebolt
cantrip would inflict 6d10 damage instead of the normal 4d10 damage.
Ultimate Warrior
This type of special snowflake is the unparalleled master of physical combat.
Whether standing on the front lines or wielding a ranged weapon, there are few
others who can equal the skill and power of the Ultimate Warrior.
Armored
When wearing armor, you gain a +1 bonus to your armor class. At 5th level, the
bonus becomes +2. At 11th level, the bonus becomes +3. At 17th level, the
bonus becomes +4.
Assault
This style grants you a +1 bonus to hit and damage with any weapon attack. At
5th level, the bonus becomes +2. At 11th level, the bonus becomes +3. At 17th
level, the bonus becomes +4. The bonus also applies to combat maneuvers
such as grappling and shoving.
Shield
When using a shield, you gain a +1 bonus to your armor class. At 5th level, the
bonus becomes +2. At 11th level, the bonus becomes +3. At 17th level, the
bonus becomes +4.
Unarmored
When you are not wearing armor, you gain a +2 bonus to your armor class. At
5th level, the bonus becomes +3. At 11th level, the bonus becomes +4. At 17th
level, the bonus becomes +5.
Spellcasting
All special snowflakes have some spells, including the Ultimate Warrior. Your
spells are focused on battle and combat, of course, and are often not used or
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D&D 5th Edition Character Class: the Special Snowflake
Cantrips
At 1st level, you know one cantrip chosen from either the cleric or the wizard
spell list. You learn a second cantrip at 5th level, a third cantrip at 11th level,
and a fourth cantrip at 17th level.
Spellcasting Ability
You may choose either Charisma or Wisdom as your spellcasting ability for
your Ultimate Warrior spells. Use the chosen ability score whenever a spell
refers to your spellcasting ability. In addition, you use the chosen modifier
when setting the saving throw DC for a spell you cast and when making an
attack roll with one.
Spellcasting Focus
You may use an arcane focus, a druidic focus, or a holy symbol as a
spellcasting focus for your Ultimate Warrior spells. Choose whichever one best
fits your character, or whichever one is convenient.
Unparalleled Toughness
As an action, you can spend your hit dice to heal any damage you have taken,
just as if you had chosen to do so during a short rest. Use the same rules for
healing in this manner as presented in the Players Handbook, except for the
time required.
When you complete a long rest, you recover all of your hit dice for healing
purposes, instead of half of your hit dice, as other characters do.
Master of Combat
At 3rd level, you have learned to be more efficient with your actions when in
battle. At the end of any combat round, before the next round begins, you may
use your reaction and bonus action if you have not taken them already. If they
are still available, you may make one weapon attack with your reaction and
one weapon attack with your bonus action. After you have used your reaction
and/or bonus action to attack in this manner, the battle proceeds immediately
to the next round of combat.
Unstoppable
At 5th level, when you fail a saving throw, you may use this feature to succeed
instead. Once you have used this feature, you may not use it again until you
finish a short or long rest. At 10th level you may use this feature twice between
rests. At 15th level you may use this feature three times between rests. At 20th
level you may use this feature four times between rests.
Extra Attack
At 9th level, you can attack three times, instead of twice, when you take the
Attack action on your turn. At 16th level you may attack four times, instead of
three times, when you take the Attack action on your turn.
Deadly Strikes
Once per turn at 9th level, when you hit with a weapon attack, you inflict one
additional die of damage. The die is the same type that is normally rolled for
the weapon you are using, and the damage type is the same damage type the
weapon normally inflicts.
Ultimate Durability
At 13th level, you have become so toughened by battle that you gain resistance
to slashing, piercing, and bludgeoning damage.
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D&D 5th Edition Character Class: the Special Snowflake
Combat Perfection
At 19th level you are among the greatest threats any battlefield has ever seen.
Any weapon attack you make ignores whatever resistance the target may have
against the weapons damage. If a target is immune to the damage you inflict
with your weapon, it is instead treated as if it had resistance.
You score a critical hit on a roll of 19 or 20. A roll of a natural 1 does not
automatically miss for you.
Walker in Darkness
While rogues can be deadly foes, a Walker in Darkness is the greatest
practitioner of stealthy combat and subterfuge. Enemies often do not know
they are under attack until it is too late.
Sneak Attack
You can sneak attack an enemy in the same manner as a rogue of equal level.
Refer to the description of Sneak Attack in the Players Handbook.
Spellcasting
All special snowflakes have some spells, including the Walker in Darkness.
Your spells are focused on stealth and manipulation, though the range of spells
available opens new possibilities, and you may choose to diversify. See chapter
10 in the Players Handbook for the general rules of spellcasting and chapter
11 for the ranger and warlock spell lists.
Cantrips
At 1st level, you know one cantrip chosen from either the warlock or the wizard
spell list. You learn a second cantrip at 5th level, a third cantrip at 11th level,
and a fourth cantrip at 17th level.
Spellcasting Ability
You may choose either Charisma or Intelligence as your spellcasting ability for
your Walker in Darkness spells. Use the chosen ability score whenever a spell
refers to your spellcasting ability. In addition, you use the chosen modifier
when setting the saving throw DC for a spell you cast and when making an
attack roll with one.
Spellcasting Focus
You may use an arcane focus, a druidic focus, or a holy symbol as a
spellcasting focus for your Ultimate Warrior spells. Choose whichever one best
fits your character, or whichever one is convenient.
Thieves Cant
You learn the language and communication techniques of the criminal world,
just as a rogue does.
Conniving Action
You may take a bonus action on your turn, but only to take the Dash, Dodge,
Disengage, Hide, or Use an Object actions.
Uncanny Dodge
At 3rd level, when an attacker you can see hits you with an attack, you can use
your reaction to halve the damage.
Born Lucky
At 5th level, you have far more luck than anyone else, including other special
snowflakes. Whenever you roll initiative and you do not have inspiration, you
gain inspiration.
Reliable Talent
At 9th level, whenever you make an ability check that allows you to add your
proficiency bonus, you may treat any roll of 9 or less on D20 as a 10.
Quick Feet
At 9th level, your speed increases by 10 feet. In addition, climbing no longer
costs you extra movement. When you make a running jump, the distance you
cover increases by 10.
Blindsense
At 13th level, if you are able to see or hear, you automatically notice the
presence and exact location of hidden or invisible things within 15 or you. You
do not have disadvantage when attacking hidden or invisible creatures within
range, and they do not gain advantage when attacking you.
Deceptive Target
At 15th level you are so quick and subtle with your movements that any melee
attack, thrown melee weapon attack, or spell attack delivered by touch (such
as a shocking grasp) has disadvantage to the attack roll to hit you.
Master of Shadow
At 19th level, when you are in an area of dim light or darkness, you are
considered to be automatically hiding without taking an action to do so. You do
not have to hide if you do not want to. You do not need anything to hide
behind, since the darkness embraces you and covers your movements, even
from those with darkvision or other magical means to see. If you take an action
that would reveal your presence, such as attacking, you will automatically
become hidden again at the start of your next turn, unless you hide before
then. Roll your Stealth check and inform the DM of the DC needed for anyone
to perceive you.
Perfect Strike
At 19th level, when you roll sneak attack damage, the number of dice you roll
remains the same, but you roll D8s instead of D6s.
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