Base Class: Rogue
Tumbling through the limits between light and darkness, the Shadowdancers are nimble deception artists. They are mysterious and unknown, never completely trusted but always inducing wonder when met.
The Shadowdancers often works in troupes, never staying one place too long.
Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All Shadowdancer troupes maintain an aura of mystery among the populace who never know wether to think well or ill of them.
Sorry about the weird english, but it is not my mother language...
Mournful Artist
At 3° level the Shadowdancer learns how to entertain their public and his enemies too, with agile movements, she gains proficency and expertiese in Acrobatics and Performance skills.
Shadow jump
At 3 ° level a Shadowdancer gain the ability to move from one shadow to another. Whenever she's under dim light or darkness, as a bonus action, she can teleport up to another space between 30 ft. that's under dim light or darkness.
At 6° level the jump distance increase up to 60 ft. and at 9° level she gains advantage with his next attack.
Summon Shadow
At 9° level a Shadowdancer learns an ancient ritual, which would let her shadow acquire life. With 8 hours of work and the expenditure of 50 gp worth of rare herbs, incenses and exotic inks, she would gave them sentience to her Shadow (Monster Manual pp. 289)
At the end of the 8 hours, her shadow would gain all the benefits of her Night's Bond class feature. If her shadow dies, the magical bond they share allows the Shadowdancer to return the shadow to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs, incenses and exotic inks, the shadow will return to the no-life. However, this ritual can only be performed after a number of days equal of half his Rogue level passed, and when her shadow is "dead" the Shadowdancer does not project shadow.
Night' s Bond
Her Shadow gains a variety of benefits while it is linked with you.
The Shadow loses its damage to Strength Score, insted the Shadow obtain the benefits of the Shadowdancer Sneak Attack feature and Evasion feature, but it only deals half of the d6s that the Shadowdancer deals..
The Shadowdancer and the shadow share a thelepathic bond, and it'll obbey her commands. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, her Shadow acts on its own. The Shadow has abilities statistics determined in part by her level. Her companion uses her proficiency bonus rather tan its own, also adds its proficiency bonus to its AC and to its damage rolls.
The Shadow gains proficiency in two skills of her choice. It also becomes proficient with all saving throws.
For each level the Shadowdancer has her Shadow gain an additional hit die and incresaes its hit points accordingly.
Whenever she gets an Ability Score Improvement class feature, her Shadow abilitees also improves. The Shadow increase one ability score of her choice by 2 or, it can increase two ability scores of her choice by 1. As normal, her Shadow can't increase an ability score above 20 using this feature unless its description specifies otherwise.
Her Shadow shares her allignment, and has personality traits and a flaw that she can roll from the tables below. The Shadow shares her ideal, and its bond is always, "The Rogue who travels with me is a beloved companion for whom i would gladly give my unlife."
Why No Strength Damage?
Strength damage is a useful tool that turns Shadows into deadly opponents. It provides an easy route to incapacitate characters without dropping them to 0 hit points, but this aptitude is meant to make Shadows threatening for one battle, something that doesn't mesh well with a Shadow intended to fight with the party.
So in story terms, her Shadow has traded in some it's undead powers (in the form of the d4 of Strength Damage) for his own Sneak attack feature and the ability to fight more effectively in concert with you.
Night Eyes
At 13° level the Shadowdancer can see naturally in the darkness, like night creature, this aptitude let her see up to 120 ft., or, if she alredy got Darkvision, instead it increase in 60 ft. The Shadowdancer can see in natural and magical darkness.
Lord/lady of Shadows
At 17° level the Shadowdancer turn herself one with the shadows, like the creatures she can summon , a Shadowdancer no longer needs to eat, drink or sleep, even though she still needs at least of 8 hours of light activities (unless something else states differently) to get the benefits of a Long Rest. Also once per long she can embrace his umber nature and for 1 minute she got the next benefits:
- Damage resistance against acid, cold, fire, thunder and lightning damage; and bludgeoning, piercing and slashing damage made from non-magical attacks and silvered weapons.
- Immunity against Necrotic and Poison Damage.
- Immunity against the charmed, exhausted, grappled, paralyzed, petrified, poisoned, proned and restrained conditions.
- She'll turn amorphous, giving her the capability to move across narrow spaces up to 1 inch of wide, without squeezing.
- While in dim light or darkness, the shadow can take the Hide action as a bonus action, even when his opponents have darkvision.
- Once per round when she applies her Sneak Attack feature, to a creature, that creature must succes on a Constitution Saving Throw or lose 1d6 points of Strenght. If the Strenght score of a creature drops to 0 or below it inmediatly dies
A non-evil allignment creature that dies by this effect would turn into a shado in 1d4 hours, this Shadow has his own will and don't need to obey the Shadowdancer.
Shadowdancer's Saves:
Any class feature from the Shadowdancer Archetype that needs a Saving throw, use the next formula:
DC: 8 + Proficiency Bonus + Dexterity Modifier.
Previous Versions
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