Base Class: Rogue
You've always been able to combat loneliness, never feeling completely on your own. Personified creatures and strange oddities have kept you company without fail. Now this innate trust has taken form as your shade twin. Your shadow with a personality. A companion through dark times.
Shifting Familiar
When you choose this archetype at 3rd level your shadow becomes its own entity and has the following abilities:
- The shadow can be commanded as a free action on your turn.
- The shadow can interact with an object and perform simple tasks.
- The shadow can make an unarmed strike on a creature within 5 feet of it, revealing itself. It has a to hit bonus equal to your Dexterity modifier plus your proficiency bonus and can deal 1d6 slashing damage + your Dexterity modifier. It can do this a number of times equal to your proficiency bonus before requiring a long rest.
The shadow has AC equal to 10 + your Dexterity modifier, 1 hit point, a movement speed of 30 feet, and remains thinly tethered to you within 60 feet. A creature that can see your shadow and succeeds on a DC 14 Intelligence (Investigation) check can discern its presence.
Shadow Bridge
At 9th level, you gain the ability to follow the path of your shadow. Once per turn, you can enter your shadow to move up to 60 feet. While in this form you can move up, down, and across vertical surfaces and upside down along ceilings. You cannot, however, pass through spaces tighter then you would usually be able to.
Doom
Starting at 13th level, your shadow learns how to coalesce and bind a creature. As an action, you can choose a creature within 30 feet of you to become targeted by grasping shadows. The creature must make a Strength saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). If the target fails it is held down and considered restrained for one minute. A creature can use its action to repeat its saving throw, ending the effect on a success. Any creature that succeeds on its saving throw is immune to the effect of Doom for 24 hours.
Dread Courier
Starting at 17th level, your shadow goes into a furious rage whenever you are mortally injured. When you are reduced to 0 hit points, creatures of your choice within 15 feet must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). Targets take 10d6 slashing damage on a failed save, or half as much damage on a successful one. You are then consumed by your shadow, commanding it to move up to 60 feet before releasing your body, and dispersing. You are then left without a shadow until you complete a long rest and any effect that was caused by your shadow ends.
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