Rogue
Base Class: Rogue

Shadowsouls are able to use several different Shadow Maneuvers to aid them in combat and infiltration. Shadowsouls' powers are represented by Umbra Points. Each Shadow Maneuver has a set number of Umbra Points to use, and may be an action, reaction, or bonus action depending on the ability. Umbra Points represent how much energy you have available to complete Shadow Maneuvers, and all Umbra Points are regained over the course of a long rest.  

Shadow Maneuvers

Shadow Maneuvers require you to spend Umbra Points in order to bend the shadows to your will. A Shadowsoul is able to have up to 6 different Shadow Maneuvers prepared at a time, and may be adjusted whenever the character increases their level. Umbra Points function like spell slots, they represent the energy you have available to use your Shadow Maneuvers. Whenever a Shadowsoul gains a level they may change which Shadow Maneuvers they want to prepare. 

The number of Shadow Maneuvers that may be prepared are as follows: 3rd Level - 3 Shadow Maneuvers, 9th Level - 4 Shadow Maneuvers, 13th Level - 5 Shadow Maneuvers, 17th Level 6 Shadow Maneuvers. The number of Umbra Points that are available are equal to 2 plus your proficiency bonus, and are replenished after a long rest. 

Cast a Shadow

You spend an Umbra Point to create a 20 ft cylinder of darkness centered on a point you can see within a range of 60 ft. The area of darkness dissipates after 10 minutes or sooner if you will it to stop, or lose consciousness. You can see through this area, but all other creatures cannot rely on their sight to see in, out, or through the area, even if they have Darkvision. 

Curse of Shadow

Spend an Umbra Point to attempt to curse a creature. The target creature must succeed an INT saving throw of DC 17 or have disadvantage on saving throws of one type for the next minute. You are able to choose the saving throw the target creature will have disadvantage on. 

Fade to Black

As a reaction when you take damage you can spend 2 Umbra Points to teleport 30 ft. This causes all sources of  damage to deal half damage to you as long as you are fully outside the area of effect. 

Fury of Shadow

You can grant yourself an additional action this turn. Taking the attack action allows you to use your sneak attack a second time in a single turn. 

Shadow Shift

Spend an Umbra Point to teleport to a shadow you can see within 120 ft. You melt into the ground in an inky pool, you then reappear silently in a shadow within 120 ft.

Shadow Smite

You spend an Umbra Point to cause your attack to deal an extra 3d6 psychic damage. After landing an attack you can expend a bonus action to deal extra 3d6 psychic damage.

Shadow Soles

You spend an Umbra Point per target to cover their feet in shadow for an hour. During that time, the target's movement speed is doubled and is able to hover up to 6 inches above the ground. Each target affected is unable to trigger pressure sensitive traps, create footsteps, or make a sound. 

Shadow Spire

Cause a spire of shadow in a 20 ft cylinder within a range of 90ft. Creatures in the area must make a DC 17 INT saving throw or take 4d12 psychic damage. On a successful save, the creatures take half the damage.

Shadow Spray

When an attack is made by a creature within 10 ft of you, you can spend an Umbra Point as a reaction to impose disadvantage on their attack roll(s) until the end of their turn. 

Shadow Step

Spend an Umbra Point to teleport behind a target creature. You must be within 20 ft of a target creature to use this maneuver. You can choose where you appear in relation to the target, as long as you are within 10 ft of the target creature and you are behind the target. There must be at least 5ft of area in which you can appear in order for it to be successful. If the attack hits, you deal an extra 1d6 of Psychic Damage in addition to the weapon damage you deal. 

Shadow Syphon

On a hit, you may spend an Umbra Point to restore your own hit points equal to half of the total damage dealt rounded up. The total damage you can heal from does include your sneak attack damage. This healing can only apply to yourself and cannot be used to heal others. 

Shadow's Wrath

Spend 3 Umbra Points to create a 30ft cylinder of violent shadow. All creatures of your choice within the area must succeed a DC 17 Intelligence saving throw. On a failed save the creature is restrained and will take 4d10 psychic damage at the start of each of their turns. All creatures can attempt the saving throw again at the end of each of their turns. On a successful save, the creature is able to break the illusion, not taking any damage and is not restrained. 

Silent as Shadow

Spend Umbra Points equal to the number of targets to grant them +5 to stealth rolls for the next hour. 

Waking Nightmare

Spend Umbra Points equal to the number of targets you wish. Each target must save from an DC 17 INT saving throw. On a failed save the target sees all shadows in the area attack them, causing them to be frightened for up to a minute. Targets may attempt the saving throw at the end of each of their turns. Frightened creatures must use their moment and all actions in an attempt to get away from you. 

Restorative Shadow

At 9th level, whenever you take a short rest, you are able convert any number of Hit Die into Umbra Points. For each Hit Die, you are able to restore one Umbra Point.

Shadow's Bane

At 13th level, when you make a sneak attack, you can re-roll any 1s on the damage die. You can only re-roll a die one time, as you must take the second result. 

Endless Shadow

At 17th level you become a master of shadow. You may attempt to remove/reduce the cost of using Shadow Maneuvers. When you use a Shadow Maneuver, you can roll a d4; if the result is a 4, you lower the Umbra Point cost by 1, potentially resulting in not spending any Umbra Points. If you roll a 1, 2, or 3, nothing happens.

Shadow Sight

Your eyes are completely accustomed to seeing in shadow. You are able to gain Darkvision out to a range of 90 ft.

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