Rogue
Base Class: Rogue

There lies a fine line between the shadows and Shadow itself, and you, one of the mythical vantablack, defy that boundary. This power may have been thrust upon you, or it may have been obtained at the cost of something great. Whatever the case, the black, vile energy of the Shadowfell clings to you and casts a dreary shadow wherever you go. 

On Domiran, the vantablacks are said to have been created by the Raven Queen from pure Shadow magic to search for and destroy the Hexblades who cast aside their weapons and destroyed their oaths. Most believe them to be myth, as no public records have ever recorded an official sighting. Not even the Cult of the Raven Queen knows if they completed their purpose, so they hunt down rogue Hexblades as sacrifices for their Mistress.

Touched by Darkness

When you choose this archetype at 3rd level, an aura of negative energy radiates from you. Only you and other vantablacks can perceive this aura. The presence of this energy changes something about you. You determine this change, or you generate its appearance by rolling on the Quirk table. 

d6

Quirk

1

Your blood is pitch black. 

2

When in especially strong light, you cast two shadows. 

3

Your breath is always visible, regardless of temperature. 

4

When experiencing especially strong emotions, your irises lose all color. 

5

The movements of your shadow don’t exactly match yours. 

6

Shadows around you seem darker than others. 

7

Your veins are far more visible than normal. 

8

Unless you concentrate, you shiver at all times. 

 

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack if the target is in dim light or darkness and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Broken Veil

Also at 3rd level, your strong connection to the Shadowfell amplifies your powers in the dark. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Furthermore, while in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

You can channel this connection into a mind-ravaging strike. When you use your Sneak Attack on your turn, you can choose to send energy from the Shadowfell coursing through the creature's mind. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature suffers short-term madness, and you roll an additional number of Sneak Attack dice equal to half your proficiency bonus (rounded down). On a successful save, the creature is not driven mad, takes no additional Sneak Attack damage, and is immune to this effect for the next 24 hours. 

Once a creature fails this saving throw, you cannot use this feature again until you finish a long rest.

Mark of Shadow

You can empower and twist a creature's shadow, turning it against them. At 9th level, when you hit a creature within 60 feet of you with an attack roll, you can place an invisible mark on the creature’s shadow. Alternatively, you can attach this mark to an object that isn’t being worn or carried. This mark attracts magic from the Shadowfell, inflicting the following effects on its bearer:

  • The mark absorbs light within a 5-foot radius. Nonmagical and magical lighting become dim light, and dim lighting becomes darkness. Despite this lack of light, the bearer casts an impossible dark shadow.
  • You have advantage on Wisdom (Survival) checks you make to track it, it automatically fails Dexterity (Stealth) skill checks made to hide from you, and you always know what plane of existence it is on. You can also see it clearly if it turns invisible or enters the Ethereal Plane. 
  • If applicable, the bearer has disadvantage on Strength and Dexterity ability checks as its shadow weighs it down.

The mark persists for up to a number of days equal to your rogue level, until you place a mark on a different creature or object, until you dispel it at-will (no action required), or until you die. You can use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest.

Shadowstride

You melt into the darkness as if you were one with it. At 13th level, as a bonus action, your body takes on a shadowy translucence as you gain the ability to enter a shadow and move from it to another shadow within 60 feet for 1 minute.

Both shadows must be at least the same size as you. You must use 5 feet of movement to enter a shadow. You instantly know the location of all other shadows within 60 feet of you and, as part of the move used to enter the shadow, can either pass into one of those shadows or step out of the shadow you’re in. You cannot detect or move through shadows that are out of sight, such as the shadow cast by a creature behind a wall. You appear in a spot of your choice within 5 feet of the destination shadow, including in the same space as it, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the shadow you entered. 

While this feature is active, you can try to Hide by partially merging with the shadow of a solid surface that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.

You can use this transportation ability once per round for the duration. You must end each turn outside a shadow. Once you've used this feature, you can't do so again until you finish a long rest.

Umbral Flourish

Those subjected to the Shadowfell's infinite darkness often go mad. At 17th level, when you use your *Broken Veil* feature, creatures who fail their saving throw instead suffer long-term madness.

Additionally, you can drive a devastating spike of umbral energy into the creature's mind. When you use your *Broken Veil* feature, you can instead inflict indefinite madness. When you do so, you instead roll an additional number of Sneak Attack dice equal to your proficiency bonus. Once you've done so, you cannot do so again until you have finished 1d4 long rests.

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