Base Class: Rogue
Shadow Stalkers are assassins who made a pact not with darkness — but with their own reflection. Their shadow remembers every kill, whispers future prey, and grows stronger with each extinguished life. Some claim the shadow is a fragment of a forgotten god. Others believe it is the rogue’s own future self, reaching backward through time.
Level 3: Shadow Mark
When you deal Sneak Attack damage to a creature, you can mark it as your Prey of Dusk (no action required). The mark lasts for 1 minute, until the creature drops to 0 hit points, or until you mark a different creature. Advantage - Stealth against Targeted creature
| Extra necrotic damage once per turn against your Shadow Mark target. 1d6[/roll] |
Level 3: LIVING SHADOW
Also at 3rd level, your shadow moves with unnatural independence.
While you are in dim light or darkness, you can use a bonus action to extend your shadow to an unoccupied space you can see within 30 feet. The shadow must remain connected to you through dim light or darkness and cannot pass through bright light.
Until the start of your next turn:
The detached shadow’s basic attack (without Sneak Attack) is:
• 1d6 + your Dexterity modifier necrotic damage
The shadow can use your Sneak Attack dice, once per turn, sharing your pool.
So its total damage on a successful Sneak Attack is:
• 1d6 + Dex mod + your Sneak Attack dice (rogue level)
• You can make melee weapon attacks as though you were in your shadow’s space.
• When a creature you can see targets you with an attack, you can use your reaction to swap places with your shadow before the attack roll is made.
• Opportunity attacks against you are made with disadvantage during this swap.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 9: Umbral Step
If you are in dim light or darkness:
- You can teleport to another area of dim light or darkness within 60 feet as a bonus action.
- The first attack after teleporting has advantage.
Additionally:
If you teleport adjacent to your Shadow Mark target, that creature is Frightened of you until the end of its next turn
Level 13: Devouring Shade
When your Shadow Mark target drops to 0 hit points:
• You gain temporary hit points equal to your rogue level.
• Your shadow becomes empowered for 1 minute:• Your weapon attacks deal an additional 1d8 necrotic damage.
• You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
• Your shadow moves and writhes independently, even when you stand still.
Shadow Rebellion
Each time you activate this feature, make a DC 15 Wisdom saving throw.
On a failure:
• Your shadow attempts to seize control.
• For 1 round, the DM controls your movement.
• You must use your action to make a melee attack against the nearest creature.
This effect ends early if you are incapacitated.
Level 17: SOVEREIGN OF THE BLACK VEIL
As an action, your shadow separates from you and becomes a Medium creature in an adjacent space. It lasts for 1 minute or until reduced to 0 hit points.
Detached Shadow (Creature Statistics)
• Size: Medium
• AC: 15 + your proficiency bonus
• HP: Half your maximum hit points
• Speed: 30 ft.
• Damage Resistances: Necrotic
• Damage Immunities: Poison
• Condition Immunities: Poisoned
• Attacks: Uses your attack bonus; deals 1d6 + Dex modifier necrotic damage
• Sneak Attack: It can use Sneak Attack once per turn, but shares your Sneak Attack dice pool.
It acts on your initiative and obeys your commands (no action required).
While your shadow is detached:
• You and your shadow count as allies for flanking.
• You can see and hear through it.
• If it reduces a creature to 0 hit points, you regain one use of Shadow Mark.
Comments