Base Class: Rogue
Shadow melders are few and far between, acting as a chaotic rogue who knows a bit to much about shadows...
Assassinate
At 3rd level, If you have been in shadows for the last 2 rounds:
you gain advantage on creatures who have not taken a turn in combat
Surprise attacks are crits
Shadow expertise
As a shadow melder, you have the following abilities:
Advantage at hiding in dim light or darkness
A number of times equal to your proficiency bonus, you can pull darkness over yourself to hide or for the perpose of being in darkness. It lasts a number of rounds equal to your stealth modifier minus 5. DC to find you is 8 + stealth modifier. People can only run into you if they know you are hiding
All your hits do an extra d4 necrotic damage, increasing by 1d4 at 9, 13, and 17
One with darkness
At 9th level you feel completely at home in dark settings, gaining the following abilities:
60 feet of dark vision(can see through magical darkness)
2/per short rest, Can make the area around me dim light, if already dim light change it to darkness(range 10ft)
Can now teleport 60ft
Creatures have disadvantage hitting you in dim light or darkness even if they have darkvision
Shadow body
At 13th level, you gain the ability to turn into a shifting shadow as an action, and gain the following attributes while in this form:
You can fit through very small cracks
You can turn try to frighten creatures within 30ft as an action, save DC 8+proficiency+charisma modifier
Gain a flying speed equal to your movement speed(while in shadow form)
Take 3d4 non-resistable radiant damage if you end your turn in sunlight(while in shadow form)
Midnight hunter
Once you hit level 17 you gain the following abilities:
Cast invisibility at will, true invisibility 2/per short rest
All damage in shadows does an extra 6d8 necrotic damage
Teleport to any shadow you can see
Previous Versions
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4/4/2022 7:41:15 AM
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