Rogue
Base Class: Rogue

Shadowdancers exist in the boundary between light and darkness, where they weave together the shadows to become half-seen artists of deception. Unbound by any specified morality or traditional code, shadowdancers encompass a wide variety of adventuring types who have seen the value of the dark. Spellcasters use their abilities to safely cast spells from hiding and then move quickly away, while classes devoted to hand-to-hand combat enjoy the ability to attack foes with the element of surprise. Some even take the name of their kind quite literally, becoming eerie and mysterious performers and dancers, though more often the temptation presented by their talents with deception and infiltration causes shadowdancers to turn to lives of thievery.

Shadowdancer Features

Rogue Level Feature
3rd Shadowdancing, Umbral Sight, Douse Light
9th Shadow Mastery
13th Hide in Plain Sight
17th Shadow Puppeteer

Role: Shadowdancers adventure for a wide variety of reasons. Many adventuring parties find shadowdancers valuable members of their teams due to their incredible stealth and ability to surprise enemies with lightning-quick attacks where they’re least expected. For this reason, their services are often sought out by those groups in need of scouts or spies.

Shadowdancing

At 3rd level, you have learned how to step effortlessly from one shadow to the next. When you are in an area of dim light or darkness, as a bonus action you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.

At 6th level, the range increases to 60 ft

At 9th level, you get advantage on the first melee weapon attack you make before the end of your turn. 

Douse Light

You can extinguish small sources of nonmagical light as if using the prestidigitation cantrip. Your range for this cantrip is equal to your proficiency bonus multiplied by 15 ft.

Umbral Sight

At 3rd level you gain the ability to see in dim light as if they were bright light and in Darkness as if it were dim light. to a distance of 120 feet.

Shadow Mastery

You've learned to harness shadows to absorb any sounds you might make. In areas of dim light or darkness, your movement no longer produces any sound unless you wish it to, including when climbing and swimming. Creatures that rely on sound to perceive you treat you as being invisible in such conditions.

In addition, you gain the ability to cast Silence a number of times equal to your Charisma modifier (a minimum of once) per long rest. Your spellcasting ability for these spells is Charisma. Your spell save DC is equal to 8 + your proficiency bonus + your Charisma modifier, and when you cast it, you ignore the verbal component of the spell.

Hide in Plain Sight

At 13th level you can make Dexterity (Stealth) checks even when being observed. As long as you are within 30 feet of a shadow other than your own, and not in an area of sunlight.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Shadow Puppeteer

at 17th level, whilst in dim light or darkness, as an action you can create a double of yourself woven from raw shadow that rises out of your own shadow. The double lasts for 2 hours. The double has the same Ability scores, AC, saving throws, Proficiencies as you, as well as 1/2 your total hit points and any racial features, that is not a spell or a spell like ability. It does not benefit from any bonuses gained either from items or magic. The double cant be healed and does not retain any class features, except the shadowdance feature.

The double cannot take the attack action. but it does count as a ally for the purpose of sneak attack. It only requires a bonus action to mentally command it. The double acts on your initiative count in combat, though it is a separate creature.

As an Bonus action you can switch places with your shadow double if it is within 120 ft of you, this functions like Dimension Door, you can bring one willing creature that is within 5 ft of you with you. 

As a bonus action you can see through your familiar's eyes, hear what it hears and speak though it until the start of your next turn. While this feature is in use, you have disadvantage on Wisdom (perception) that rely on smelling and hearing and you are blinded. 

For the duration, as long as the double is within 120 ft of you, you can cast spells as though you were in the double’s space. Using the double as the originator of a spell counts as an action for both you and the double. Anything that causes you or the double to leave the plane you share dismisses the double. If the double is killed, by another creature that is not you, you gain one level of exhaustion. Once you've used this ability, you cannot use it again until you complete a long rest.

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