Base Class: Rogue
Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place from where the lithe and acrobatic shadow dancers can emerge to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of attacks, targeting their weak points from an advantageous darkness.
Shadow Step
Starting at 3rd level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.
Eyes of Shadow
Starting at 3rd level, you become able to peel back the veil of darkness that shrouds the night. You have darkvision with a range of 120 feet.
Umbral Fade
At 9th level, you can dive into shadows when avoiding danger, using the confusion to strike at your foes. When a creature makes an attack roll against you and misses, or when you succeed on a Dexterity saving throw, you can use your reaction to use your Shadow Step feature if you are in dim light or darkness. As a part of this reaction, you can make one attack roll against a target you can see. You can make this attack before or after you teleport.
Gateway of Shadows
At 13th level, your control over your ability to shift between shadows increases. You can now choose to use either of the following when you use your Shadow Step feature.
- When you use your Shadow Step feature, you can teleport to a target location you can see within 120 feet of you.
- When you use your Shadow Step feature, you can teleport up to six willing creatures(including yourself) within 30 feet of you up to 60ft to unoccupied spaces you can see that are also in dim light or darkness. These willing creatures must also be in dim light or darkness.
- You can use your Shadow Step feature to briefly transport a foe into the Shadowfell, assaulting their mind with despair and fear. As a bonus action, choose a creature within 30 feet of you that is in dim light or darkness. The creature must make a Charisma saving throw(DC equals 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is enveloped in shadows and disappears. At the end of your next turn, the creature returns to the space it previously occupied, or the nearest unoccupied space, taking psychic damage equal to your Sneak Attack dice damage. If the creature failed its save by 5 or more, the target is also frightened for 1 minute. The target can make a Wisdom saving throw at the end of each of its turns, ending the condition on a success.
You can use these features a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Veil of Darkness
At 17th level, shadows cling to you and make you difficult to pin down while in darkness. While you are in dim light or darkness, all attack rolls made against you are made at disadvantage.
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