Rogue
Base Class: Rogue

Rouge that has taken on eldritch power from the Shadowfell to enhance their abilities.

Shadow Fabrication

Starting at 3rd level, you can use a bonus action to shape eldritch power from the shadowfell into a quasi-real melee weapon in your hands. This shadow weapon must take the form of a non-magical melee weapon you have seen before and carries the same statistics. If the weapon posses the light property you may summon two simultaneously. It is considered magical in regard to overcoming resistance to non-magical melee attacks. The shadow weapon disappears if it leaves your hands for 1 minute. You may use a bonus action to change the form of a shadow weapon you are currently holding.

Shadow Sight

Starting when you pick this archetype at 3rd level, you gain the ability to see in darkness and magical darkness up to 60ft. If you already had the ability to see in non-magical darkness, add 30ft to that range.

Shadow Meld

At 9th level, you gain the ability to become one with shadows. As an action, while you are in dim light or darkness you can meld into the shadows of a surface and become formless. You are indistinguishable from normal shadow even while moving. While in this state your movement speed is halved. You can move up and down walls and through diminutive spaces. You are aware of your surroundings and retain your sense of sight and hearing. If you move into an area of bright light, or bright light is shed on the area you are currently residing, you are shunted into your material form and you are stunned until the beginning of your next turn.

Shadow Duplicate

Starting at 13th level, you have the ability to form a duplicate of yourself from the surrounding shadows to assist you in battle. As an action, while you are in dim light or darkness you can summon a quasi-real shadowy duplicate of yourself within 10ft. This shadow duplicate has temporary hit points equal to twice your rogue level and is equipped with the shadow weapon of your choice when summoned. All other statistics and abilities (excluding Shadow Duplicate and hit dice) are the same as yours. If the shadow duplicate moves into bright light or bright light is shed on it, it takes 3d6 radiant damage and must use its reaction to attempt to move back into dim light or darkness. Roll initiative for your duplicate. You must concentrate on this ability as if it were a concentration spell and the duplicate vanishes if you lose concentration, get further than 120ft from the duplicate, or it drops to 0 hit points.

Shadow Bend

When you reach 17th level, you have become able to command shadows to your will. While a creature stands in dim light or darkness within 60ft of you, you can use your bonus action to command the shadows to attack the creature. Roll a melee spell attack, if it hits, the creature takes 6d6 magical piercing, bludgeoning, or slashing damage (your choice). You can also command the shadows to restrain the target instead of attack. The creature must make a strength saving throw (DC = 8 + Proficiency Bonus + Charisma Modifier) or become restrained. To break out, the target can use their action to make a Strength check against your save DC. On a success, the target escapes and is no longer restrained by the shadows.

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