Base Class: Rogue
Some rogues slip into shadows—Shadowbound rogues become them. Whether their powers stem from an ancient pact, a strange curse, or an unnatural birth under a moonless sky, these rogues command the darkness like a second skin.
Blending supernatural stealth with eerie mobility, Shadowbound can teleport between pools of dim light, vanish into thin air, and blind foes with sudden, spectral strikes. As they grow in power, they shed their mortal shell and take on the traits of true living shadows—able to flicker through walls, haunt the edges of vision, and finally, become dusk incarnate.
Wherever light fails, the Shadowbound thrives.
Umbral Step
You gain the ability to momentarily become one with the shadows.
As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. This teleportation leaves behind a swirl of shadowy wisps. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Additionally, while in dim light or darkness, you have advantage on Dexterity (Stealth) checks.
Shadow’s Guise
You can cast Disguise Self at will, but the illusion always appears as a vague, shadowy version of yourself unless you're actively concentrating to maintain a specific look.
In dim light or darkness, creatures have disadvantage on ability checks made to discern your true appearance. The DC equals your Passive Deception (10 + Your deception bonus)
Level 9: Flickerfang
Your weapon flickers like an echo of movement. When you hit a creature with a weapon attack while in dim light or darkness, you can force it to make a Constitution saving throw (DC = 8 + your Dexterity modifier + proficiency bonus). On a failed save, the creature is blinded until the start of your next turn.
If the target succeeds, it still suffers disadvantage on its next attack roll as its senses reel.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Living Shadow
At 13th level, your body begins to merge with the shadows. You gain the following benefits:
You can move through other creatures’ spaces as if they were difficult terrain, provided you are in dim light or darkness.
You can hide as a bonus action, even when only lightly obscured by shadows or cover.
You are considered incorporeal while teleporting with Umbral Step, allowing you to pass through objects (you can't end your teleport inside one).
Umbral Avatar
At 17th level, as a bonus action, you can transform for 1 minute, becoming a shadowy wraith-like version of yourself. While transformed:
You gain resistance to all damage except force and radiant.
You can teleport using Umbral Step every turn as part of your bonus action without expending uses.
Creatures that start their turn within 10 feet of you in dim light or darkness take 3d12 psychic damage as their minds reel from your ghostly presence.
You can use this transformation once per short rest.
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