Base Class: Rogue
Shadowplayer Rogues have undergone an unusual and life-changing process that severs their shadows from their bodies, enabling them to wield that shadowstuff like a tool or a weapon. Their shadows can even replicate spell effects. Shadowplayers come from all walks of life, have many reasons for undergoing the process, and use their abilities in a multitude of ways: some are assassins, who sacrifice a part of themselves to empower their dread profession; some are criminals, who value the cover of darkness for their illicit activities; still others are entertainers, who use their shadowy magics to dazzle audiences with their unique medium for storytelling. Whatever their nature, a Shadowplayer is forever after set apart from society for their act. Without a natural shadow to cast, these Rogues never truly belong to the world of light.
Level 3: Spellcasting
Your mastery of shadowstuff allows you to cast spells.
Cantrips. You know three cantrips: Minor Illusion and two other cantrips of your choice from the Sorcerer spell list.
Whenever you gain a Rogue level, you can replace one of your cantrips, except Minor Illusion, with another Sorcerer cantrip of your choice.
When you reach Rogue level 10, you learn another Sorcerer cantrip of your choice.
Spell Slots. The Shadowplayer Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Rogue Level | Prepared Spells | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Sorcerer spells.
The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Shadowplayer Spellcasting table. Whenever that number increases, choose additional Sorcerer spells until the number of spells on your list matches the number in the Shadowplayer Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Rogue, your list of prepared spells can include five Sorcerer spells of level 1 or 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells.
Spellcasting Focus. You can use a set of Weaver's Tools as a Spellcasting Focus for your Sorcerer spells.
Level 3: Shadow Stitcher
You gain Proficiency with Weaver's Tools if you don't already have it. If you are already proficient with Weaver's Tools, you can choose an additional set of Artisan's Tools to be proficient with.
Additionally, you can replicate a set of tools you're proficient with (like Thieves' Tools or Weaver's Tools) using your shadow as the material. When you make an Ability Check using a set of tools made of your shadow, you can use Charisma as the ability for that check instead of the usual ability modifier.
Finally, you gain Darkvision out to 60 feet, and you can see in magical and nonmagical darkness.
Shadowplayer Spells
When you reach a Rogue level specified in the Shadowplayer Spells table (below), you thereafter always have the listed spells prepared.
| Rogue Level | Spells |
|---|---|
| 3 | Disguise Self, Minor Illusion, Silent Image |
| 7 | Darkness, Phantasmal Killer |
| 13 | Major Image, Phantom Steed |
| 19 | Mordenkainen's Faithful Hound, Phantasmal Killer |
Level 9: Cast Shadow
You gain the following Cunning Strike option.
Cast Shadow (Cost: 1d6). The target must succeed on a Dexterity saving throw. On a failed save, you project your shadow in the place of the target's so it looks as though the target is casting your shadow instead of its own. You use your Charisma modifer instead of your Dexterity modifier for this Cunning Strike option's saving throw.
This effect lasts for 1 minute. During this time, you have Advantage on attack rolls against the target.
Level 13: Shadow Teleport
While entirely within Dim Light or Darkness, you can teleport up to 120 feet to an unoccupied space you can see that is also in Dim Light or Darkness (no action required). The unoccupied space can also be within 5 feet of a creature at least one size larger than you.
Level 17: One with the Shadows
You have mastered the art of the Shadowplayer, becoming like a shadow yourself. You gain the following benefits:
- Creatures who make an ability check or saving throw against your Illusion spells make the roll with Disadvantage.
- When you make a Strength or Dexterity saving throw, you can choose to make a Charisma saving throw instead. You can apply your Evasion feature to saving throws you make in this way.
- While your Cast Shadow feature is active, you can cast spells and make attack rolls from the shadow's space as though you were within 5 feet of the affected creature.
- You can move through spaces as narrow as 1 inch wide.
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