Rogue
Base Class: Rogue

These rouges sneak through the shadows and have become one with the darkness. Their feet as light as feathers and their steps go unnoticed by many. These rouges love to lurk in dark alleys and strike when it gets dark. They are incredibly dangerous in some instances, especially at night when it gets gloomy. They usually work with other rouges like them, but on rare occasions they work by themselves.

Shadowy step

When you are in a dark area, your speed is doubled. For dimly-lit areas, you add on half of your speed (times your speed by 1.5). Also, when in dark areas, you can hear movement of others perfectly as long as they are in 120ft of you.

Favored weapon

When you choose to be a Shadow Strider, you get to choose 3 finesse weapons to favor. If a weapon is favored, when you attack with it, the weapon does an extra 1d4 psychic damage. Also, when holding a favored weapon, you get darkvision for 30ft.

At level 6, the psychic damage from favored weapons goes up to 1d6.

At level 10, the psychic damage from favored weapons goes up to 1d8+1.

At level 14, the psychic damage from favored weapons goes up to 2d8+2.

Blinding slash

Starting at 13th level, when using a favored weapon, you can blind an enemy with an attack, which works the same as the spell (they make a constitution save at the end of their turn). This can be done 3 times before needing a short rest to be replenished.

Shadowy split

Once per short rest, you can create a shadowy clone of yourself. Regularly, it only has one hp when it is made, but for every 2 hp you give up, it gets 3. Eg: if you give up 10 hp, it gets 15 but if you give up 5, it only gets 7. The figure goes right after you in initiative and has all of you moves but it's armor class is only 10. Once the figure loses all of it's hp, it gets absorbed into your body, but dosen't recover any of your hp.

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