Base Class: Rogue
The origin of the Shadows is shrouded in mystery. Some say that it was first created by a group of nobles who stole a tome of forbidden magic from an errant cursedblood scholar, while others believe that the tome was granted to them by an entity that resides deep in the cosmos in exchange for an unspoken vow.
Regardless of their organization’s origins, today, Shadows are a closely guarded secret of the Silverblood Royalty, a tool meant for discreet political assassinations and silent espionage. Mere legends to the common folk, these Rogues blend into the darkness, vanishing from sight, only to reappear unseen calling forth their dreadful rifles to dispatch their foes with deadly precision.
Umbral Weapon
You gain proficiency with Firearms. In addition, you learn a grim ritual that creates a shadowy bond between yourself and one Rifle. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The Rifle must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and bond with it.
Once you have bonded a Rifle to yourself, you can't be disarmed of it unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon the Rifle (no action required) on your turn, causing it to teleport instantly to your hand. Your bonded weapon keeps its original properties with the following alterations when you use it: it doesn't have the Barrel property, it doesn’t require ammunition, and it doesn’t make sound when fired.
You can only have one bonded weapon. If you attempt to bond with a second weapon, your bond with the first one ends.
Shadow Movement
You can become one with the shadows. While you are in Darkness, you can take the Hide action as a Bonus Action, shape-shifting into a shadowy, amorphous version of yourself. While in this form, you have Advantage on Dexterity (Stealth) checks, you can move through a space as narrow as 1 inch without squeezing, you have a Climb Speed equal to your Speed, and you have the Incapacitated condition. This transformation ends after 1 minute, if you enter Dim Light or Bright Light, or if you take damage.
You can also leave the form on your turn (no action required). If you do so and are in Darkness, you can make one attack with your umbral weapon. For this attack, the weapon’s damage die is 1d4 instead of its normal damage die. If the attack misses, your location isn’t revealed.
When you reach Rogue level 9, this transformation lasts up to 1 hour.
Tenebrous Body
You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.
Grim Curse
Whenever a target makes a saving throw against one of your Cunning Strike effects while both you and the target are in Darkness, the target must subtract 1d6 from its saving throw.
In addition, you gain the following Cunning Strike option.
Restrain (Cost: 2d6). The target must succeed on a Strength saving throw, or it has the Restrained condition until the end of its next turn.
Veil of Shadows
You can radiate an ominous aura of Darkness in a 10-foot Emanation that originates from you. You can activate or extinguish this aura at will (no action required). The aura is inactive
while you have the Unconscious condition or are in an area of direct sunlight.
In addition, as part of the Reaction when you use your Uncanny Dodge feature, you can teleport to an unoccupied space you can see within 30 feet of yourself that is in Dim Light or Darkness.
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