Rogue
Base Class: Rogue

Shadow Dancers follow the way of the raven queen, using shadow magic to their advantage. They specialize in the spiked chain, and are masters in wielding it with the shadow magics. 

Spiked Chain

Type: Martial Melee Weapon
Cost: 55 gp
Weight: 30 lbs
Damage: 1d6 peircing
Properties: Heavy, two-handed, reach, special

Special. If you attack with a spiked chain as part of the Attack action on your turn, you can force the target to makes a strength saving throw with DC equal to 8 + your strength modifier + your proficiancy bonus. On a failed save, the target is knocked prone. This can only be done once per turn.

Proficiency with a Spiken Chain allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Pact Magic

3rd level Shadow Dancer feature

Your connection to the raven queen augments your roguish expertise with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots

The Shadow Dancer Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st-Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list, one of which must be from either the necromancy or illusion schools of magic.

The Spells Known column of the Shadow Dancer table shows when you learn more warlock spells of your choice of 1st level and higher. Each of these spells must be of the necromancy or illusion schools of magic. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

The spell you learn at 7th, 13th, and 19th level can be from any school of magic.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy or illusion spell, unless you’re replacing the spell you gained at 1st, 7th, 13th, or 19th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Rogue Level Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th

Shadow Dancer Weapon Training

3rd level Shadow Dancer feature

You gain proficiancy in the Spiked Chain. Additionally, when you hit a creature with your spiked chain and deal your sneak attack damage, the target has a disadvantage on the saving throw against being knocked prone. When you deal sneak attack damage with a spiked chain, you can choose to deal necrotic damage instead of any damage type you would have done. 

Lastly, the spiked chain has the finesse property for you. 

Shadow Jump

9th level Shadow Dancer feature

You are a master of teleportation through the shadows. As a bonus action on your turn, and can teleport a number of feet up to twice your movement speed, to an unoccupied space you can see. Both the space you teleport from and the space you teleport to must be in dim light or darkness. When you do this, your speed in reduced to 0 for the turn. In addition, you gain an advantage on stealth checks for the round. 

When you use this bonus action, you can form a spiked chain weaved from the shadowfell, as part of the same action. This spiked chain uses the same game statistics as a normal spiked chain, but counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks, and deals an additional 1d6 damage on a hit. Creatures knocked prone by this spiked chain have their speed reduced to 0 until the end of their next turn. 

You can use this feature once, regaining use after a short rest. 

Cloak of Illusions

13th level Shadow Dancer feature

When you cast an illusion spell of 1st level or higher, you can chose to cloak yourself in the illusion instead of casting it normally. When you do this, you are changed to look the like illusion you would have created, instead of the illusion appearing. For instance, if you cast major image to create an illusion of a table, you could use this feature to make yourself look like a table. This effects lasts as long as the illusion spell would have. This requires your concentration, as if concentrating on a spell.

When you move, the illusion moves with you. You obey the normal rules for the illusion spell while cloaked in this way.

You can do this a number of times equal to your charisma modifier, regaining use after a long rest. 

Song of the Raven Queen

17th level Shadow Dancer feature

You can channel the power of the raven queen through yourself, using the true power of the shadow dancer. As an action you can begin the song of the raven queen. This lasts for a minute. While the song of the raven queen lasts, you gain the following benefits:

  • You gain a flying speed equal to twice your walking speed.
  • After using your shadow jump feature, your turn partially incorporeal until the start of your next turn, giving you resistance to all damage.
  • When a creature comes within 60 feet of you for the first time or starts their turn there, the creature must make a wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened until the start of it's next turn.

You can only do this once, regaining use after a long rest. While in the shadowfell, you can instead use this feature twice.

Previous Versions

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