Base Class: Rogue
You are skilled at remaining silent through every movement you make and every action you take. Your keen eye allows you to pick your target off from long distance and your alliance with the shadows proves to make you even harder to keep track of. Rogues who embrace the shadows serve well as scouts but also as the initiate in a battle. Pirate crews and bounty hunters keep there around because of there skill as a lookout as well as taking out their strongest foes to start.
Shadow Suprise
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies from long range. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Shadow Bond
At 9th level, You learn how to land a strike and then slip away without reprisal. Once a turn, if you make a ranged attack from cover before your movement, you may sacrifice your movement to move in the shadows to another cover in a 25 foot range. If you have a second attack you may attack after moving to another cover. This can surprise the creature if they are not aware of your abilities. This does not provoke opportunity attacks.
Ambush Master
Starting at 13th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Arrows from the shadows
At 13th level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Magic Shot options of your choice
Once per turn when you fire an arrow from a long ranged weapon as part of the Attack action, you can apply one of your Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
Grasping Arrow
When this arrow strikes its target, shadows engulf the target with tentacles, which wrap around the target. The creature hit by the arrow takes an extra 2d8 necrotic damage, its speed is reduced by 20 feet. The target or any creature that can reach it can use its action to remove the shadows with a successful Strength (Athletics) check against your Magical Shot save DC. Otherwise, the shadows last for 1 minute or until you use this option again.
Seeking Arrow
The shadows grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d8 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
Shadow Arrow
You weave shadows into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
Consuming Shadows
Starting at 18th level, the shadows can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
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