Base Class: Rogue
Since you were born, you have always had an affinity for the night. Perhaps you were born during an eclipse or perhaps your soul has visited the Shadowfell. Whatever the reason, you feel at home in the dark. It embraces you as a well known friend and welcomes you warmly. Rogues that follow this archetype strike from the darkness then disappear, as a shadow in the night. As a Nightbringer, you are called to all the dark corners of the world.
Umbral Striker
Starting when you choose this archetype at 3rd level, you learn to manipulate shadows to aid you. You can cast Shadow Blade at its lowest level at will and you do not need to maintain concentration on the spell. You can only have one such blade active at a time. Additionally, while you are in dim light or darkness, your speed increases by 10 feet
Night Vision
At 3rd level, your senses have adapted to the dark. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
Living Darkness
When you reach 9th level, you have learned to weave shadows around yourself. When you are in dim light or darkness, you gain advantage on Dexterity (Stealth) checks. You can also cast the Darkness spell without providing material components a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.
Menacing Shroud
At 13th level, your shadowy presence suffocates your opponents with fear. While you are in dim light or darkness, you can use an action to force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature becomes frightened of you for 1 minute. If the creature rolls a 3 or lower for their save, they are paralyzed from their fear. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Your spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Friendly Shadows
Starting at 17th level, you are considered a friend of the shadows. As a bonus action, you can manifest your shadow to aid you. Your shadow lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another shadow, or until you're incapacitated.
Your shadow has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the shadow to move up to 30 feet in any direction (no action required). If your shadow is ever more than 30 feet from you at the end of your turn, it is destroyed.
- As a reaction, your shadow can shield you from harm. Whenever you are hit with melee weapon damage, your shadow can take the hit instead, destroying itself to save you from taking the damage.
- The area within a 5 foot radius around you is considered darkness so long as your shadow is in that area. Nonmagical light, as well as light created by spells of 6th level or lower, can't illuminate the area.
- As a bonus action, you can magically teleport to your shadow at a cost of 15 of your movement, regardless of the distance between you.
You can summon your shadow a number of times equal to your proficiency bonus.
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