Base Class: Rogue
As a rogue, you have always found solace in the darkness. However, you have come to realize you have an inherent affinity to the shadows; which has manifested abilities in you that no typical person would possess. You take this as a sign that you are living your life in the alignment in which you were meant to live; in hopes to evolve your abilities to live the best life you could possibly live.
Darkvision/Shadow of Holding
Level 3 Manifestation
- Your shadow magic allows you to see better in the dark. You gain darkvision up to 60 feet permanently. Your shadow manifested dark vision also allows you to peer in to your own shadow and utilize it as a bag of holding. You may not put anything in your Shadow that you would not normally put in a Bag of Holding.
- You may add a bag of holding to your inventory space, rename it to Shadow of Holding, and set its weight to 0. You may store up to; or double your character weight of items in your shadow. (At DM's Discretion; for characters that are considered small it should be double their weight.) Your shadow is treated like a Bag of Holding, to grab something out of it takes a bonus action or you can sacrifice your movement speed up to one foot per however many lbs the item in which you are grabbing weighs. If the item weights more than your current movement speed you are unable to grab it and reverts to a bones action. To everyone else watching it seems as you are just taking something that was well hidden out of your clothes. You may add items to you shadow as many times as you like however, you may only access your shadow a number of times equal to your proficiency modifier to remove as many items as you'd like per use; which you may get all uses back at the end of each short rest. It is detectable and accessible by others but only by magical means; It is only accessible by someone else while it is currently being accessed by the user.
Create Shadow Servant
Level 3 Manifestation
- Create Shadow Servant: Using an action, you may Create as many Shadow servants as well as a number of times equal to your Intelligence modifier. However, you may only ever have as many Shadows servants at your disposal at a time equal to your proficiency modifier. You regain all uses at the end of a Short or Long rest. These Shadows use the Shadow statblock (CR 1/2). These Shadows last for up to hours equal to half of your Rogue level (rounded down).
- Your shadows moving in dim light, darkness or any shadow are constant state of natural stealth. Your shadows use the players stealth rolls on stealth checks to remain hidden against enemies passive perceptions. However, anything actively trying to find them has advantage on perception rolls. Your shadows may interact with non-magical items up to the rarity status; However, doing this takes them out of stealth and they remain out of stealth while carrying items. Their carry capacity is the same as yours.
- The Shadows you create share your initiative, but takes its turn immediately after yours. On it's turn it takes the dodge action, unless you take a bonus action on your turn to command it to take a specific action. That action can be one in its stat block or some other action. If they are destroyed or otherwise expire, they dissipate like a puff of smoke, and anything they were carrying or wearing simply drops to the ground as if the Levitate spell ended.
- Shadow Vision: Using an action you are able to put yourself in a meditative state to temporarily blind and deafen yourself to see, hear, and control any single Shadow Servant up to 100 feet of your body; while also keeping Darkvision up to 60 feet. You may maintain this state for up to minutes equal to half of your Rogue level (Rounded down). Unless otherwise you break the meditation or your body is disturbed greatly enough to break the meditative state.
- Using a bonus action your shadows may receive and comprehend intended orders from you up to 100 feet away before they act on the last order you gave them. As long as the Shadow is within 100 feet it is able to communicate simple thoughts and messages to you in responses to questions you ask.
Shadow Traveler
Level 9 Manifestation
- You channel your shadow prowess to travel up to double your movement speed as a free action while expending your movement speed until your next turn; OR use a bonus action, expend your movement speed till the start of your next turn to swap places with one of your summoned Shadows that are within 100 feet of you; doing so will immediately dissipate that shadow dropping everything it was carrying after swapping places with you. After swapping with your shadow; any enemies within 10 feet of you must make a Wisdom saving throw of 8 plus your Intelligence and proficiency modifier or else they become frightened for 1 minute unless they were already aware of the shadows presence prior to swapping places. In which case you would suffer an attack of opportunity by those specified enemies. You are unable to swap places with your shadow while physically or magically bound/grappled.
- If your character is in dim light, darkness, or any shadow large enough to envelop your character (You may use an enemies shadow however, they must be at least a size larger than your character and they can't be aware that you are there.), Immediately after using ether form of this ability; and choose to use your action to attack, any sneak attack damage that would normally apply is doubled this turn only. You can do this a number of times equal to your proficiency bonus. You regain the uses after completing a long rest.
Shadow Recall
Level 13 Manifestation
- Spend one hour of light meditative activity during a Short/Long rest to summon and bind a shadow to a target location (one that allows for shadows) Up to a maximum of two shadows at a time for this designated ability. Doing this expends one of your summon shadow slots (Meaning you end your short/Long rest with a summon shadow slot already used up) as-well as takes away from the number of Shadows you are able to have at your disposal at a time.
- Once bound you may use an action to be teleported to these designated shadows anywhere from the same plane of existence. Immediately after being teleported the shadow is automatically unbound, dissipates and you take a negative level of exhaustion (Take two levels of exhaustion if you are below half of your current hit points when the ability is used). You may only remove this exhaustion by finishing a long rest. You are not allowed to use this ability if you are physically or magically grappled/bound. You may recall once per short rest.
- As long as a dim light or dark environment is maintained; the shadow may be at the target location indefinitely. The shadow is a small quivering tendril that flutters like if there was a wind in the area it's bound to. A creature can make a DC 18 WIS saving throw to identify what the shadow is, and then subsequently destroy it, using a damage spell of 3rd level or higher. If the shadow is destroyed or dissipated through the area becoming brightly lit; you know immediately by suffering 1d4 psychic damage. You may use an action and suffer an additional 1d4 psychic damage too blind and deafen yourself to see up to the last minute the shadow would have seen before it was destroyed.
Shadow Snatch
Level 17 Manifestation
- You may use an action to reach into the shadows and attempt to grab and pull something directly in to your Shadow of Holding. However, it must be within sight and up to double your current walking speed. This Expends one of your uses to access your Shadow of Holding while also keeping it accessible the amount of time it takes you to complete or fail this ability.
- Alternatively, you may channel your Shadow Vision ability in attempts to control your shadow to have it do this for you up to 100 feet; However, the item must be in a dim light or dark environment and your shadow must be within 10 feet of the item. Your shadow may remain in its stealth like state. However, it must make stealth rolls against any nearby enemies passive perception for each roll it has to make listed below. Also, wether it be a success or fail will result in your shadow dissipating. You must have enough storage space in your Shadow of Holding for the item you are attempting to grab for this ability to be successful.
- You must pass a dexterity score of at least 10 to be successful of grabbing anything weighing 15lbs or less. If it is more than that you must make a strength save of 13. If it is anything granted with the status of rarity or greater; or conversely something longer than a foot you must make a constitution save of at least 15. Any failed rolls results in an immediate fail of the ability. Each roll is the equivalent to 30 seconds time spent; meaning if you had to make all three checks you would have spent an entire minute and thirty seconds using this ability.
- You can use this ability a number of times equal to your proficiency bonus. You regain uses with a long rest. For the purposes of this ability, you make constitution and dexterity rolls as if you are proficient with them.
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Posted Jan 25, 2023I waz here