Rogue
Base Class: Rogue

Shadow Reavers are slightly squishy...depending on how they are played. Coming with the ability to mold shadows as they please gives them the ability to play as a great supporter for simple equipment, their perfect dark vision makes them an asset in caves and dungeons, and provided they play well with others, great escape plans if necessary.

Darkvision (passive)

Starting at 3rd level, 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. In addition, you can see through magical darkness.

If your racial traits already grant you darkvision, then your darkvision radius increases to 120 feet.

Shadow Snatch

You can use your bonus action to absorb the shadow of a Small or larger living creature. The creature must have a distinct shadow created by any bright light. You must be within 5 feet of the shadow, and unless otherwise specified by the DM this means you must be within 5 feet of the target.

The target must make a Charisma saving throw with a DC of 10 + Charisma modifier + your proficiency bonus (you automatically fail this saving throw If you are absorbing your own shadow). On a failure, you gain one shadow point and the target looses its shadow until the following dawn. While a creature has lost its shadow, it has disadvantage on Charisma saving throws. On a success, you cannot attempt to absorb that creatures shadow again until the following dawn.

This ability can't be used on creatures made of shadow, such as Shadow monsters.

The maximum number of shadow points you can have is equal to your Shadow Reaver level (4 SP on lvl3, 10 SP on lvl 9, 14 SP on lvl 13, 18SP on lvl 17).

Minor Shadow Molding

You can use your action to spend 1 shadow point to conjure an inanimate object in your hand. This object must not have mass larger than 1 ft cubed, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, uniformly dusty-black in color and emitting whisps of shadowstuff.

The object disappears after you fall unconscious, die, or the object reaches a distance of 30 ft away from you. Typical uses for this ability are utilitarian, such as keys, temporary locks, and bags for carrying other objects. You may only have a number of creations up your Shadow Reaver Level

Major Shadow Molding

Similar to it's Minor counterpart at 9th level, you can use your action to spend 3 shadow points to conjure an inanimate object in your hand. This object must not have mass larger than 5 ft cubed, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, uniformly dusty-black in color and emitting whisps of shadowstuff. You can spend an additional 3 shadows to add another foot to the mass maximum.

The object disappears after you fall unconscious, die, or the object reaches a increased distance of 60 ft away from you. You may only have a number of creations up your Shadow Reaver Level.

Conjure Shadowbeast

Starting at 13th level, you can spend 3 shadow points to cast conjure animals as a 3rd-level spell, without requiring components, with the following alteration: Beasts summoned by this spell are also considered to be monstrosities (rather than fey) and do not have shadows.

Friendly Shadows (passive)

At 17th level if you lose consciousness, or otherwise become incapacitated (0 or less health), and your shadow is still intact, meaning you or something else has not removed it from your being, it will rise and become a Shadow, and carry you to safety. Once safe it will try to heal you until you are healed enough to regain consciousness and are at at least 1 HP, then disperse, leaving you shadowless for 24 hours.

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