Base Class: Rogue
Neverwinter Shadowdancers operate in the border between light and darkness. These nimble artists of deception are never completely trusted but always induce wonder when met. Despite their link with shadows and trickery, shadowdancers are as often good as evil. They may use their incredible abilities as they wish.
Shadowdancers are rogues that use arcane magic to enhance their stealth and combat abilities.
Arcane abilities outside the school of illusion are only interesting to a Shadowdancer if they directly manipulate light and shadow.
Shadowdancers prefer to manipulate light and shadow to close the distance to their target and strike with melee weapons.
Shadowdancers prefer Light Armor and Simple Weapons.
Hide in the Shadows
At 3rd level, the Shadowdancer is able to disappear into the shadows and Hide, even while being observed. The shadows must be extensive enough to completely obscure the Shadowdancer and all of their gear.
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain in the shadows without moving or taking actions.
A successful Perception (Wisdom) check by an observer negates the Hide condition.
Umbral Sight
At 3rd level, Shadowdancers gain Darkvision out to a range of 60 feet. If the Shadowdancer already has Darkvision from their ancestry, increase range by 30 feet.
At 14th level, in addition to Blindsense, a Shadowdancer gains Darkvision out to 150ft and is able to see in magical darkness. Shadowdancers also become adept at evading creatures that rely on Darkvision. While in darkness, Shadowdancers are invisible to any creature that relies on Darkvision to see.
Darkvision. A creature with darkvision can see in the dark within a specific radius. The creature can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The creature can’t discern color in darkness, only shades of gray.
Spellcasting
At 3rd level, Shadowdancers gain the ability to cast Wizard spells from the School of Illusion or Wizard spells from other Schools only if the spell directly manipulates Light and Shadow. (examples: Light, Darkness, Control Flames, Branding Smite) Other spells are just... not that interesting.
Shadowdancers use the Arcane Trickster Spell Slot chart and new spells are learned in the same manner as Wizards.
This feature may be voided at DM's discretion.
Shadow Daze
At 9th level, once per Long Rest, the Shadowdancer may inflict Shadow Daze upon a target that lasts for 5 rounds. The target must be within 100 feet, the Shadowdancer must have a clear path to the target, and the target must possess a mind to daze. While Shadow Dazed, the target is Stunned (Incapacitated).
- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- An incapacitated creature can't take actions or reactions.
A successful Saving Throw (Wisdom) negates the effect.
Shadow Protection
At 13th level, once per Long Rest, Shadowdancers can call upon the shadows to help conceal and protect them.
Shadows swirl around the Shadowdancer, granting the following bonuses for 5 rounds:
- Grants +2 bonus to all Stealth, Hide, Dodge, and Evasion Rolls.
- Shadowdancer's body becomes blurred, shifting and wavering to all who can see, as per the spell Blur.
- Absorbs up to current Proficiency Bonus of non-magical damage per hit and up to half of the Shadowdancer's maximum HP total.
Shadow Protection can be negated by Dispel Magic and other similar effects and abilities as if it was a level 5 spell.
Summon Shadow
At 17th level, once per Long Rest, a Shadowdancer can summon a Shadow and command it for 10 rounds.
The creature resembles a bipedal form wreathed in shadow. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
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