Rogue
Base Class: Rogue

Many roguish individuals find that their actions that might be misconstrued are best kept to the shadows, but few embrace a life in the shadows as completely as the shadowdancer. These rogues acquire the magical techniques to master the shadows from a secretive mentor. Those in power know that one turns to a shadowdancer when a job must be performed in absolute secrecy, and even more traditional bands of adventurers find the shadowdancer’s skills valuable when discretion is preferable to brute force.

Level 3: Darkvision

 

When you choose this archetype at 3rd level, the shadows reveal to you what is hiding within them. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Level 3: Shadow Companion

Starting at 3rd level, as an action, you can summon a shadow of yourself. The shadow’s starting stat block is listed below. The shadow obeys your commands and remains until its hit points are reduced to 0, you dismiss it with an action, or you summon a new shadow.

As you gain strength in your travels, so too does your shadow. At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you increase one of your shadow’s ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Additionally, at 5th level, and again at 9th, 13, and 17th level, your shadow also gains an additional Hit Die. Each additional Hit Die increases its maximum hit points by an amount equal to 5 + the shadow’s Constitution modifier. Your shadow cannot regain hit points.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Level 9: Magical Ambush

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

Level 13: Versatile Trickster

You gain the ability to distract targets with your Mage Hand. When you use the Trip option of your Cunning Strike on a creature, you can also use that option on another creature within 5 feet of the spectral hand.

Level 17: Spell Thief

You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can take a Reaction to force the creature to make an Intelligence saving throw. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least level 1 and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you have the spell prepared. The creature can’t cast it until the 8 hours have passed.

Once you steal a spell with this feature, you can’t use this feature again until you finish a Long Rest.

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