Rogue
Base Class: Rogue

Starting at 3rd level, you can manipulate your own shadow, employing it in exploration and battle alike.

Raise Shade

As an action, you can cause your shadow to materialize, and become a Shade under your control. The Shade has immunity to bludgeoning, piercing, and slashing damage from non-magical weapons, has 1 hit point, and an AC of 10, as well as uses your skill modifiers. It has the same speed as you and can move during your turn but takes no actions or reactions without your command. It is incorporeal and does not hinder the movement of creatures that pass through it. As a bonus action on your turn, you can mentally command one Shade within 120 feet of you under your control to use its reaction and take one of the following actions:

Change Form: The Shade changes shape according to your will but its size remains the same.

Hide: The Shade takes the Hide action.

Shadow Replacement: You and a Shade that is within 20 ft of you teleport to each other's location

Shapes in the dark: Target a creature that is within 10 ft of the Shade. The Shade changes form, resembling the silhouette of the target's worst fears and forces them to make a wisdom saving throw. On a failure, the target is frightened of the Shade until end of your next turn. The DC for this saving throw is equal to 8 + your proficiency bonus + Your charisma modifier. A target that cant see your Shade immediately succeeds the saving throw.

After a Shade spawned this way dies, you cannot another one for the next minute. You do not cast a shadow while you control a Shade and you can freely dismiss any number of Shades on your turn.

Umbral Sight

At 3rd level, your affiliation with the shadows allows you to see through them. You can see in dim light within 60 ft of you as if it where bright light, and in darkness, both magical and natural, as though it where dim light. Your connection to the Shadowfell affects this Darkvision: everything you see is in a shade of indigo.

Exploit Fear.

At 9th level, you have learned how to turn fear into paranoia. As a reaction to seeing a creature suffer the frightened condition, you can enchant them, letting fear overcome their senses and making the paranoid. A paranoid creature is deafened, perceives anything beyond 10 ft radius from it as magical darkness and attacks against it have advantage. This effect persists for as long as the target remains frightened.

Unearthly Doge

Starting at 13th level, while in dim light or darkness, immediately after using your Uncanny Doge, you can teleport up to 10 ft away from your attacker leaving a Shade in your place. The Shade tries to frighten your attacker, taking the Shapes In The Dark action targeting your attacker. You can have a maximum number of Shades equal to 1 + your Charisma Modifier (minimum of 1) at all times and can freely dissipate any number of Shades on your turn. If you exceed this maximum, the oldest Shade immediately dissipates.

Walk Through Shadows

Starting at 17th level, your affiliation with shadows allows you to briefly merge with one. Choose a creature you can see that casts a shadow and is unaware of you or frightened, within 60 feet. As an action, you are teleported to a demiplane where you can sense everything your host can. You can stay in that demiplane for up to 8 hours, after which you appear 5 feet behind your host. You can end this effect early as a bonus action. While in the demiplane, a creature with truesight, or one that can see into the ethereal plane sees a spectral version of you standing behind the creature. Once you use this feature, you cannot do so again until you finish a long or short rest.

Umbral Sight

At 3rd level, your affiliation with the shadows allows you to see through them. You can see in dim light within 60 ft of you as if it where bright light, and in darkness, both magical and natural, as though it where dim light. Your connection to the Shadowfell affects this Darkvision: everything you see is in a shade of indigo.

Raise Shade

As an action, you can cause your shadow to materialize, and become a Shade under your control. The Shade has immunity to bludgeoning, piercing, and slashing damage from non-magical weapons, has 1 hit point, and an AC of 10, as well as uses your skill modifiers. It has the same speed as you and can move during your turn but takes no actions or reactions without your command. It is incorporeal and does not hinder the movement of creatures that pass through it. As a bonus action on your turn, you can mentally command one Shade within 120 feet of you under your control to use its reaction and take one of the following actions:

Change Form: The Shade changes shape according to your will but its size remains the same.

Hide: The Shade takes the Hide action.

Shadow Replacement: You and a Shade that is within 20 ft of you teleport to each other's location

Shapes in the dark: Target a creature that is within 10 ft of the Shade. The Shade changes form, resembling the silhouette of the target's worst fears and forces them to make a wisdom saving throw. On a failure, the target is frightened of the Shade until end of your next turn. The DC for this saving throw is equal to 8 + your proficiency bonus + Your charisma modifier. A target that cant see your Shade immediately succeeds the saving throw.

After a Shade spawned this way dies, you cannot another one for the next minute. You do not cast a shadow while you control a Shade and you can freely dismiss any number of Shades on your turn.

Exploit Fear

At 9th level, you have learned how to turn fear into paranoia. As a reaction to seeing a creature suffer the frightened condition, you can enchant them, letting fear overcome their senses and making the paranoid. A paranoid creature is deafened, perceives anything beyond 10 ft radius from it as magical darkness and attacks against it have advantage. This effect persists for as long as the target remains frightened.

Unearthly Doge

Starting at 13th level, while in dim light or darkness, immediately after using your Uncanny Doge, you can teleport up to 10 ft away from your attacker leaving a Shade in your place. The Shade tries to frighten your attacker, taking the Shapes In The Dark action targeting your attacker. You can have a maximum number of Shades equal to 1 + your Charisma Modifier (minimum of 1) at all times and can freely dissipate any number of Shades on your turn. If you exceed this maximum, the oldest Shade immediately dissipates.

Walk Through Shadows

Starting at 17th level, your affiliation with shadows allows you to briefly merge with one. Choose a creature you can see that casts a shadow and is unaware of you or frightened, within 60 feet. As an action, you are teleported to a demiplane where you can sense everything your host can. You can stay in that demiplane for up to 8 hours, after which you appear 5 feet behind your host. You can end this effect early as a bonus action. While in the demiplane, a creature with truesight, or one that can see into the ethereal plane sees a spectral version of you standing behind the creature. Once you use this feature, you cannot do so again until you finish a long or short rest.

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