Rogue
Base Class: Rogue

"Shadow, tanky, nukey Rogue...neat" -Me

Manifest Shade

At 3rd level, as a bonus action you summon a shade. Your shade has AC 15 + your proficiency bonus, 10 + (your Constitution modifier) hit points, and immunity to all movement-impairing conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your shade is ever more than 30 feet from you at the end of your turn, it is destroyed.

As a bonus action, you can teleport, magically swapping places with your shade at a cost of 15 feet of your movement, regardless of the distance between the two of you. If your shade has a condition on it such as poison or deafened at the time of your switch, you are transferred the condition from your shade.

When you take the Attack action on your turn, any attack you make with that action can originate from your space and the shade's space. Having your shade attack in this way uses one attack action additionally, the shade need not make a roll to hit if you succeed yours.

When a creature that you can see within 5 feet of your shade moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the shade's space.

When a shade is destroyed by damage it pulls it's killer 5 ft. towards you as it's pulled back into your body.

Shadow Avatar

When you choose this archetype at 3rd level, as an action, you can choose to see through your shade's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your shade is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

While you are using your shade in this way (while you are level 9) you gain access to INFEST.

If your shade is destroyed during this time you snap back to your body and receive half of your health in psychic damage.

Shadow Martyr

Starting at 9th level,  before an attack roll is made, you can use your reaction to reposition the shade to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your shade. 

If the shade dies the same turn as you use this, it will also burst covering the enemies eyes in shadow (blinded) and reducing their movement speed by half for 1 round.

Once you use this feature, you can't use it again until you finish a short or long rest.

Infest

When using Shadow Avatar, as a bonus action your shadow can meld with the opponent's breaking your concentration and ending the ability. After this as an action, you can command your shade to attack them from their shadow dealing 3 d6 + (Your Dexterity modifier) in slashing damage to the area 15 ft. around the opponent.  The opponent(s) must then make a Dexterity saving throw, on a success they take half damage.

 Additionally if the target creature is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of when your shadow exits the creature. Your shade can stay melded for a total of 3 turns before it auto-exits. When your shade exits it becomes a standard one, as if summoned by Manifest Shade.

At Higher Levels. This ability's damage increases to 3 d12 at level 15 and 3 d20 at level 20.

Reclaim Potential

 At 13th level, when a shade of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 3d6 + your Constitution modifier.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Temp HP from this class can stack with it self but, not with other sources.

Can only have a maximum of 30 Temp HP from class abilities.

Legion

Starting at 17th level, you gain the ability to summon two clones at once as a bonus action. After having at least two clones out you gain access to Shadow Breaker for 3 rounds.

 

Shadow Breaker , as an action you can pull your shades into your body immediately giving you 30 Temp HP. While this is active you can make a total of 3 actions per turn and after you fall below 0 HP from an attack your shadows will jump out giving you an additional 30 Temp HP (applied after the attack is completed) and revive you to 1 HP.

If you try to create a third shade, one of the the previous shades are destroyed. 

Every kill you PERSONALLY get (meaning you got the killing blow) in Shadow Breaker form will extend it's duration for 1 round.

In addition, when you roll initiative and have no uses of your Legion feature left, you regain one use of that feature.

Previous Versions

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