Rogue
Base Class: Rogue

This is not a good homebrew I cannot delete it but I will spend more time on looking at subclasses and then come back and fix all this but yeah feel free to provide some feedback 

 

You have been exposed to the Shadowfell and took a piece of it with you. It's magic flows within you and you can now harness its power to traverse the shadows, striking your foes from the shadows and using everyone's darkness to your own advantage. Those who have been exposed to such magic are called Shaded and utilise the shadows to inflict wounds on others, control shadows, and protect themselves. Where others look for the light, you look for the darkness, you strive for darkness, around and inside you. It brings you hope and peace of mind, embracing it feels like second nature.

It is a mystery as to how one takes a piece of the Shadowfell and embraces it as a part of themselves. It is a even more of a mystery as to how children can be and have been exposed to such magic. Main theories include coming into contact with the leaked ether of creatures of the Shadowfell that have died or been killed, passing by creatures of the Shadowfell in the material plane, and spending long enough in the Shadowfell for one to get accustomed to it. These rogues are known as Shadow Rogues and discover shadow power within themselves and channel it to their roguish work. They find easy employment as members' of thieves guilds, though they are often questioned and slightly mistrusted by rogues who do not understand the ways they move and assassinate others so quickly and efficiently, appearing in one place and vanishing to another within a matter of seconds. Shadow Rogues tend to hide the nature of their abilities, which spurs distrust and dislike, but protects them more often than not.

Many creatures of the Underdark have been exposed to such magic or witnessed it, and know more about the Shadowfell, and in turn shadow rogues, than those in the material plane. Most Shaded tend to be Drow, Duergars, Deep gnomes, and Shadar-kai. Some fey creatures traverse the Shadowfell; some Changelings become Shaded too. 

As a Shaded, your shadow abilities may have come as a surprise, unknown to you until you were put into a life and death situation where you desperately looked for any way out and channeled the darkness within you to phase between the realms (material and shadow) and teleport to a safe shadow in a panic. You may have been aware of this magic ever since you were a child or left the Shadowfell but not quite able to harness it, until you slowly focused all the energy and time you had to express it and are gradually unlocking its full potential the deeper in your adventure you go. Or you might have looked for help within the Underdark, an Organization or temple that either helped you harness it or take it away from you.

Silhouette

At 3rd level, if you are hiding in a shadow of someone that is willing, you gain the ability to cloak yourself in a veil of darkness and appear as a silhouette of yourself once every short rest. Attacks made against you are made with disadvantage. If the person you are hiding behind moves in their action, you must use your reaction to move with them if you wish to stay hidden (You do not provoke opportunity attacks). If the person you are hiding behind is knocked prone the veil drops and you are exposed, if you are hit then you must make a dexterity saving throw to stay in the shadow, if a light is cast on the shadow then the veil drops and you are exposed. You can make your next attack with advantage and if your attack is successful you stay hidden until the end of your next turn, if your attack misses then the veil drops. The first attack made against you after the veil drops is made with advantage. 

You may use this once per short rest.

Legacy of Letherna

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. 

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. At level 9 the damage increases to 3d8. At level 13 the damage increases to 4d8. When you cast it at level 17 the damage increases to 5d8.

You may use this once every short rest.

Smoke and Mirrors

Once you reach 3rd level, you know the minor illusion cantrip, you can cast the Silent Image spell and Disguise Self spell once per long rest. Once you reach 5th level, you can cast the Invisibility spell and the Mirror Image spell once per long rest. Once you reach 7th level, you can cast the Darkness spell, Greater Invisibility spell, and Shadow of Moil spell once per long rest. Once you reach 13th level, you can cast the Project Image spell once per long rest. Once you reach 17th level, you can cast the Weird spell once per long rest. Intelligence is your Spellcasting ability for these spells.

Intelligence is the Spellcasting modifier for these spells.

Each spell can be casted once per long rest.

Shadow Step

At 9th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. You do not provoke any opportunity attacks.

You can use this once every short rest.

Accustomed to darkness

You gain Darkvision ( You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light), and you can see through all spells that obscure vision (e.g. Blur). 

At Higher Levels. At 12th level your Darkvision distance is doubled to 120 feet and you do not take damage from any spells that obscure vision (e.g. Hunger of Hadar)

Shadow Doppelganger

At 13th level, you can summon a shadow double of yourself in formed together by pieces of the Shadowfell within you in dim light or darkness, which fights alongside you. The double has the same weapons that you had equipped, and wields the same weapons you were wielding at the time it was summoned and has an action as well as bonus action, and it can only use its reaction to stay in the darkness (If it was summoned in the shadow of someone and they moved, it would have to use its reaction to stay in that shadow). Its AC is equals 10 + your Dexterity modifier, and its HP is half of yours rounded down. The double cannot perform a cunning action, sneak attack, and cast spells (Except Shadow Blade if it was equipped on your person at the time of summoning). If light is cast on the shadow it teleports to your own shadow, if there is no dim light/darkness than the double is destroyed. If you are in dim light or darkness then you can switch places with the shadow double. 


Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. You must roll an 11 or higher for the attack to hit the double instead of you. 

Outside of combat the shadow double stays hidden in your own shadow.

The shadow double is immune to Psychic damage, but weak to Radiant damage.

You can cast this once every long rest.

Nyctophile

At 17th level, you have become so attuned to the Shadowfell, you have freedom of movement in the darkness and do not provoke any opportunity attacks. There is no range to your movement as long as you are in the dark, you can create several 5 shadows around yourself (60 feet) at will (Bonus action) once every long rest. Therefore, you can now use Shadow Step in any lighting conditions, not just darkness.

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