Base Class: Rogue
The Shadow Hunter has complete control over the shadows around him and can use them effectively to help him to fight his enemies.
Shadow Strike
Starting at 3rd level, you are at your deadliest when you are unseen. Any attack made while you are hidden has advantage and does an extra damage equal to your dex modifier. Additionally, any attack made in non-magical darkness is made with advantage.
Shadow Blades
Also at 3rd level, You can manifest the darkness around you into Shadow Blades. Whenever you take the Attack action, you can manifest a Shadow Blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long-range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. The damage increases at level 9 to 1d8 plus ability modifier, and again at level 13 to 1d10 plus ability modifier.
After you attack with the blade, you can make a melee or ranged weapon attack with a second Shadow Blade as a bonus action on the same turn, provided your other hand is free to create it. This second blade only does 1d4 plus your ability modifier, but it scales at the same levels as the first blade, to 1d6 at level 9 and 1d8 at level 13.
At the DM's discretion, it is possible for it to be too bright outside to manifest the blades.
Shadow Walker
Starting at 9th level you gain the ability to move quicker while shrouded in darkness.
While in dim light or darkness you gain +10 feet movement speed, as well as advantage on stealth checks.
Dark Dimension
At 13th level you can become one with the darkness, using it to cross dimensions and maneuver effectively.
While shrouded in darkness you can use a bonus action to cast the spell Blink without expending a spell slot.
You can do this up to 3 times per long rest.
BLINK DESCRIPTION:
- Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. - Lasts for 1 minute
- at Rogue level 17, the DC for a succesful blink decreases from 11 to 8.
Light Thief
At 17th level, you are able to bend the light and darkness to your will, and smother all light in an area.
Your eyes flash a deep pitch black as all the light is sucked out of the area. You create a sphere of magical darkness around you with a 60-foot radius, that lasts 5 minutes, through concentration. Every creature within that sphere has to make a constitution saving throw with a DC of 10 + your CON or become incapacitated.
You also gain the ability of Deepvision, allowing you to see through magical darkness like it is dim light, and darkness like it is daylight.
Incapacitated effects:
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