Base Class: Rogue
While all rogues work well from the shadows, there are those who learn to tap into the magical power of the shadowfell to manipulate the shadows to their will. Your roguish ability to utilize the shadows around you has taken on a whole new meaning. Perhaps you were born with half of your soul in the Shadowfell, or perhaps are descended from the Shadovar or Shadar-Kai. This affinity to shadowstuff enhances your capability of operating in the dark.
Sculpt Shadow
When you choose this archetype at 3rd level you gain the ability to summon shadowstuff straight from the shadowfell and mold it to your needs. You have a number of Shadow Points equal to your rogue level plus your proficiency bonus. You regain all uses when you finish a short rest. Anything created using Shadow Points is visibly magical, and looks inky black with wispy tendrils of shadow emanating from it. You can use Shadow Points in the following ways.
- Starting at level 3, you can use an action and expend one Shadow Point to create a tiny or small nonmagical object made of shadowstuff that lasts for one minute. You can also create a tool kit if you are proficient with it.
- When you reach level 8 in this class, you can spend 1 minute and expend 5 Shadow Points to create a medium or large nonmagical object. Your creations now last for 1 hour.
- When you reach level 13 in this class you can spend 10 minutes and expend 10 Shadow Points to create a huge nonmagical object, or a smaller object with intricate moving parts such as a boat or wagon. Your creations now last for 6 hours.
- When you reach level 20 in this class you can spend 12 hours and expend 26 Shadow Points to create a gargantuan nonmagical object that may include intricate moving parts. Your creations now last 24 hours, and if you spend the time and Shadow Points to create the same object for 30 consecutive days, the object becomes permanent.
Shade Blade
- As a bonus action, you can expend 1 Shadow Point to pull an ancient blade forged of shadowstuff from the shadowfell. This shade blade lasts for 1 minute. It counts as a magic simple melee weapon with which you are proficient, and has the following properties.
- On a hit, it deals necrotic damage equal to 1d8 plus the ability modifier you used for the attack roll.
- It has the finesse, light, and thrown properties (range 20/60).
- If you drop the weapon or throw it, you can use a bonus action to cause the sword to reappear in your hand.
- The damage dealt by this sword increases by 1d8 when your level reaches 6 (2d8), 10 (3d8) 14 (4d8), and 17 (5d8).
Grim Observance
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You can also see normally in complete nonmagical darkness to a distance of 60 feet. As an action, you can expend one Shadow Point and touch a creature, granting them the ability to see normally in darkness, normal or magical, for the next 10 minutes.
You can use a bonus action to expend one Shadow Point to emanate an aura of shadow centered on yourself. This aura lasts for 1 minute and has a radius of 10 feet. It is filled with dim light if the surrounding area is brightly lit, or filled with darkness if the surrounding area is dimly lit or dark. Attacks with your shade sword, or another weapon created by Sculpt Shadow, are made at advantage against any creature within this aura.
Shade Step
Beginning at 9th level, while you are in dim light or darkness and you use Uncanny Dodge, you can expend one Shadow Point to perform a Shade Step. When you Shade Step, you fade into the shadowfell and teleport up to 60 ft. to an area of dim light or darkness.
Master of Shadows
At 13th level, you gain the ability to expend two Shadow Points to cast the Darkness spell with a bonus action. When you cast Darkness in this way, you can see normally through the magical darkness and can make the area of darkness any shape or size, so long as it is no larger than a sphere with a 15 ft radius. Additionally, you have advantage on constitution saving throws to maintain concentration on the spell if you are inside the area of darkness. You can use a bonus action to move the area of darkness up to 30 ft or change the shape/size of the area of darkness.
Umbral Gifts
At 17th level, you gain new ways to use Sculpt Shadows. You can spend one minute and expend 4 Shadow Points to create one of the following magic items out of shadowstuff. Creating one of these items reduces your maximum number of Shadow Points by 4.
You can use a bonus action to dismiss one item, regaining 4 Shadow Points and increasing your maximum number of Shadow Points by 4. The dismissed item explodes, dealing 4d10 necrotic damage to creatures within 10 feet. If you die, all Umbral Gifts created by you explode in this way.
Umbral Gifts- All of the following items require attunement, and you can attune to them as part of their creation. Any other creature must attune to them normally.
- Shadow Cloak: While wearing this billowing cloak, you have advantage on dexterity (stealth) checks, and you can use a bonus action to transform the cloak into shadowy wings that grant a flying speed equal to your walking speed.
- Shadow Anklets: While wearing these light anklets, your walking speed increases by 10 feet and your movement does not provoke opportunity attacks.
- Shadow Bracers: While wearing these defensive bracers, you gain a +2 bonus to your AC.
- Shadow Cowl: While wearing this obscuring cowl you can use a bonus action to make yourself invisible. If you attack or cast a harmful spell, the invisibility ends.
- Shadow Mask: While wearing this terrifying mask you have advantage on charisma (intimidation) checks, and you can cast the fear spell once per short rest.
- Shadow Eyepatch: While wearing this simple eyepatch, you have advantage on checks to see through illusions, you are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
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