Rogue
Base Class: Rogue

The Shadowdancer has formed a bond between the shadow as a being and himself. His ingenuity let's him tinker with magic to bestow magical traits to crossbowbolts and flasks. He defends himself with a silver knife in melee and trough his bond, he can manipulate shadows to form harmful energies for his enemies.

Shadow Ingenuity

Starting at 3rd level, you have forged a bond with the shadow as a living beeing. This bond grants you insight in the magical and alchemistic ways. You gain proficiency with Alchemist's Supplies and Arcana. You gain the ability to cast spells provided by this subclass. Intelligence is your corresponding ability for the features of this subclass. When you use your Shadowdancer features to force somebody to make a saving throw, the save DC = 8 + your proficiency bonus + your Intelligence modifier. You can now prepare one magic crossbow bolt and one magic flask on a long rest. The maximum of prepared magic bolts and/or flasks is equal to your proficiency bonus. To do so, you need the Alchemist's Supplies. All magic bolts can only be used with an action or with an opportunity attack. You also gain darkvision of 60 ft. If you already have darkvision, you gain an extra +30 ft on your darkvision instead. If you have a dagger, you can coat it with silver. For this process you need 10 gold worth of silver dust.

Magical little Helpers

Starting at 3rd level, you can now prepare Blinding Bolts with Alchemist's Supplies and shoot them with any type of crossbow as an attack action. You can prepare Smoke Flasks, witch can be thrown as a Bonus Action. Smoke Flasks create a 20 ft sphere of smoke, where creatures can hide in, lasts for 2 rounds. Can be dispersed by wind or wind magic. When Blinding Bolts hit a target, it has to succeed on a constitution savingthrow or be blinded until the end of their next turn. Your Blinding Bolt save DC equals 8 + your proficiency bonus + your Intelligence modifier. The Blinding Bolt does normal attack damage.

Magical little Helpers 2

Starting at 9th level, you can now prepare Shadow Bolts, Acid Bolts and Silence Flasks on your long rest. Silence Flasks create an area, in which no sound can be heared or be made. When thrown, creats an area of effect in a 15 foot wide sphere for 1 minute. You gain the ability to prepare Shadow Bolts, which can snuff out any kind of light source (magical and non-magical) until they are reignited. They do no damage at all. You can now prepare Acid Bolts, which grant you an additional 1d8 acid damage on the attack. This increases to 2d8 at 11th level and to 3d8 at 17th level.

Forceful Shadow

Starting at 13th level, you can now prepare Force Bolts. On a hit Force Bolts push the target 10 ft back and do 3d8 extra force damage. At 17th level they do 4d8 force damage.

Shadow Dance

When you reach 17th level, you have become adept with your shadow bond. If you are in darkness or dim light, as an action you can dance with the shadows to create harmful energies for your enemies. In a 30 foot sphere, all creatures hostile to the Shadowdancer have to succeed on an intelligence savingthrow. Your Shadow Dance save DC equals 8 + your proficiency bonus + your Intelligence modifier. The creatures takes 6d10 force damage on a failed save and half damage on a success. This feature can only be used once until you make a long rest.

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