Base Class: Rogue
The one that is made to an Umbral Stalker is twisted. With a portion of their body made from shadow-like essence and possibly an eye dark, they are able to morph into shadows, to reap the innocent and claim their foes' lives. They more often than not use their magic to hurt and to maim many living things. Once transformed to an Umbral Stalker, a Twisted One may make contact with any of the Lords or Gods of Shadow. Once they make contact, they will be acknowledged and might be tasked with hunting an individual.
Shadow Rift
Beginning at third level, when you pick up this subclass, you gain the ability to strike and traverse through shadows. If a target is within attack range of a 5-by-5 foot square of shadow, you may use your bonus action, as well as your action, to attack a target within the attack range of a 5-by-5 foot square of shadow. That target must be within 15 feet of you. The target of an attack using this method takes an extra 1d6 necrotic damage. This damage increases to 2d6 at 13th level and the range increases to 30 feet at 13th level. You may use your bonus action and all of your movement to teleport to an area within the range of your Shadow Strike attack, but it still requires access to a 5-by-5 foot square of shadow. You must also make a Dexterity check (DC = 8+Dex. Modifier+Proficiency Bonus) to teleport this distance. On a failed save, you are not teleported and take damage equal to your Sneak Attack Damage. Alternatively, starting at 13th level, you may force another creature to move this distance. They must also make this Dexterity check if they are forced to make this move, and it does not take their bonus action. If they are not within 5 feet of you, they are forced to move within 5 feet of you.
Soul Shackle
Starting at ninth level, you gain the ability to infest your umbral presence into the souls of the innocents. Select a target within 45 ft. of you. The target must be a humanoid and have an Intelligence score of at least 7. The target must also have a good or lawful alignment. Using your action, you may force that selected target to make a Wisdom saving throw. (DC=8+Wis.Mod+Prof.Bonus) On a failed save, you may administer commands telepathically to the target for one minute. The target must follow their commands to the best of their abilities until the duration ends. On a successful save, they become immune to this ability for seven days.
Mask of Tenebris
Also at ninth level, you gain the ability to change into the form of a humanoid that you have seen. Using your action, you can morph into any humanoid for an hour, or when you cancel this ability using a bonus action on your turn. Your Physical Ability Scores (Str, Dex, Con) become those of the target humanoid you have seen.
While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +7 bonus to your check.
This ability can be used once per long rest.
Darkness Walker
Starting at thirteenth level, you gain the ability to melt into the shadows and travel from one shadow to another. Using your bonus action, you may transport yourself and an amount of other willing humanoids equal to your Wisdom modifier. You and these others are transported up to 90 feet to an area in dim light or darkness.
Umbral Soul
At thirteenth level, you become completely engulfed in the darkness you harness. To gain the benefits of a short or long rest, you must not leave an area of dim light or darkness for any longer than one minute.
Among the Shadows
At 17th level, you gain the ability to pass through most creatures and objects. You may use your reaction to impose disadvantage on any attack roll against you. Whenever you would walk through the area of any creature, it costs you no extra movement. The creature you walk through must make a Con. save (DC=8+Prof.Bonus+Wis.Modifier) or take damage equal to your Sneak Attack Damage. You must also make a Dex. save (DC=8+Prof.Bonus+Wis.Modifier) or take damage equal to half of your Sneak Attack Damage.
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