Rogue
Base Class: Rogue

The one became two, then four, then eight.... they were countless, yet they all were one. Seeing through them wasn't a challenge, after all they followed the same pattern. More tests are needed to make sure that the patterns become unpredictable. Let chaos reign, lest with each death His Will grows stronger.
- Ymir, Representative of the Cult of Shadows

The Shadowsteppers are a rare breed of rogues that specialize in moving so fast their paths cannot be tracked. What good is a rogue if you follow them back?

Afterimage

3rd level Shadowstepper feature

You gain the ability to create illusory afterimages of yourself that confound your enemies. Whenever you use your Cunning Action to Dash or Disengage, you can create an illusory afterimage of yourself at your position where you took your Cunning Action. The afterimage is incorporeal; it does not take damage and a creature can end its turn within the same space as the afterimage. You must move your whole movement speed for this feature to be activated.

The afterimage lasts until the end of your next turn or until you use this ability again.

Duplicity

At 3rd level, while an afterimage is active, all enemies that can see it must make a Perception check against your Stealth check. On a failure, you gain advantage on your next attack roll against the creatures who failed while the afterimage is active.

Elusion

At 9th level, while an afterimage is active, you gain advantage on Dexterity saving throws against spells and effects that target only you.

Legion

At 17th level, you can cast Mirror Image at once per long rest without needing any components.

Double Fang Blur

9th level Shadowstepper feature

At 9th level, you've learned to blend your real attacks with afterimage strikes, making it difficult for your enemies to predict your movements. When you take the Attack action on your turn, you can make an additional attack as a bonus action against the same target. If Sneak Attack is applicable and both attacks hit, you deal additional damage equal to half the dice of your Sneak Attack (rounded down) in force damage.

As The Sun Sets

13th level Shadowstepper feature

Your base walking speed increases by 10 ft. Additionally, when in dim light or darkness, your speed increases by an additional 10 ft., and creatures have disadvantage on Perception checks made to spot you while you are moving.

Ephemeral Step

13th level Shadowstepper feature

While in dim light or darkness, you gain the ability to teleport up to 10 feet to an unoccupied space you can see when you use your Cunning Action to Dash or Disengage. This movement doesn't provoke opportunity attacks.

You can do this a number of times equal to your Dexterity modifier, and you regain all expended uses on a long rest.

 

Duplicate Distortion

17th level Shadowstepper feature

You move so fast, you break barriers, leaving singularities in your wake. When you have an Afterimage active, you can choose to destroy that image (no action required). Each creature within 5 ft. of the image must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier or take force damage equal to your Sneak Attack roll and be pushed 5 ft. away. You can do so a number of times equal to your Dexterity modifier per long rest.

Additionally, when in dim light or darkness, your aura glows with a deathly gaze. A creature that is hit by your Sneak Attack must succeed on a Wisdom saving throw against the DC mentioned above or be frightened for one minute. While frightened, you have advantage on attack rolls against the creature and its speed is reduced to 0. It can repeat the saving throw at the end of its turn and remove the effect on a success. Once succeeded, a creature is immune to this effect for 24 hours.

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