Rogue
Base Class: Rogue

Shadow Assassins are rogues capable of using the shadows as both a mantle that conceal them during their nefarious activities and as a weapon, allowing them to deliver deadly strikes to their targets. Experienced shadow assassins can even weaponize the darkness, weaving shadow magic to craft weapons made out of pure darkness.

Shadow Initiate

Starting at 3rd level, you take your first steps to becoming a master of shadows

you learn how to use the shadows to conceal your presence. You can Hide even when clearly observed, as long as you are in an area of dim light or darkness.

Additionally, as a bonus action you can create objects with shadows, these can take form of weapons you are proficient with, or thieves tools. Weapons created by this gain the finesse property.

 You also gain darkvision up to a range of 60 feet. If you already have 60 feet of darkvision you instead gain an additional 60 feet.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

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.

One with the Shadows

By 13th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Additionally, you gain another 60 feet of darkvision, which can now see through magical darkness.

Marked for Death

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

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