Base Class: Rogue
You have learned a secret magic to utilize the shadows and control darkness itself, this magic is called the art of shadow. Using this art you are able to craft tools created out of shadow to aid you in a variety of situations. Masters of this art are able to subtly create shadow duplicates of themselves to do their bidding, making them elites in the underworld and master assassins.
Subtle Craftsman
3rd-level Shadow Artist feature
You can magically craft special equipment called Shadow Tools.
Shadow Tools
As an action, you can magically craft special equipment using the Shadow Tools options below. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). They expire the next time you finish a short or long rest, breaking apart and dispersing in a black smoke. The tools that you create in this way are considered magical, and appear to be smoking with magical darkness. The tools have the same properties and work the same way as the equipment they are modeled after in addition the tools that are specific to this class are detailed below. You are proficient with any tool you create with this feature. If the tool requires a save, the DC is 8 + your intelligence modifier + your proficiency modifier, which replaces the save if the equipment already lists one.
- Smoke Bomb. You can throw this orb at a spot you can see within 60 feet as an action, the orb creates a 15-foot-radius sphere of smoke centered on the orb. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
- Blinding Powder. You can throw this black powder at a creature within 10 feet as an action, they must pass a Constitution saving throw or become blinded for 1 minute. They can repeat the save at the end of each of their following turns.
- Throwing Knifes. These knives come in a pack of 5. A knife can be throw at a target you can see within range as an action. On hit the target takes 1d4 plus your Dexterity modifier piercing damage. A throwing knife has the following properties: light, range (60/90), and deals magic damage for the purposes of overcoming resistances.
- Fire Paper. As an action, you can place a sheet of fire paper on an object or against a surface of your choice that you can reach. The paper remains there until a creature other than those that you designate when you place the paper comes within 10 feet of it, at which point it explodes in a 15-foot-radius sphere. Any creature caught in the explosion needs to make a Dexterity saving throw or take 1d10 fire damage, or half as much on a success. You can place multiple fire papers to increase the damage of the explosion.
- Additional Tools. You can craft any of the following equipment when using this feature: ball bearings (bag of 1,000), bell, caltrops (bag of 20), crowbar, dagger, dart, grappling hook.
Substitute
3rd-level Shadow Artist feature
You learn to manipulate the arcane when you are in danger, when a creature that you can see hits on an attack roll against you, you can use a reaction to create an illusionary duplicate of yourself. The duplicate becomes the new target of the attack. At the same time, you become invisible and you may choose to teleport briefly to an unoccupied spot within 5 feet of you. You remain invisible until the end of your next turn, and once you use this feature, you can't do so again until you finish a long rest. When you reach 10th level, you can use this feature instead twice between rests. At 18th level, the invisibility only ends after 1 minute has passed, when you attack, or you cast a spell.
Shroud of Darkness
9th-level Shadow Artist feature
You are able to manipulate the darkness directly around you. If you start your turn while in dim light or darkness, you gain a +10 to your movement speed and a +1 AC bonus. Additionally, while in dim light or darkness you gain truesight out to a range of 10 feet.
Duplicate Shadow
13th-level Shadow Artist feature
You gain the ability to create a shadow double of yourself. As an action, you create an illusionary duplicate of yourself within 20 feet at a point that you can see, the duplicate looks like you in every way only it is dark and covered by a black smoke which is constantly emitting from it. The duplicate has your base AC (when not wearing armor) and has hit points equal to twice your level + your Intelligence modifier. The duplicate has all of your game statistics but it does not have any of your class features, it cannot speak and has none of your equipment. The duplicate acts immediately after your turn in combat. You may command the duplicate on its turns requiring no action by you, if you do not issue any command the duplicate takes the dodge action on its turns. Additionally, you may use your reaction to swap places with the duplicate. The duplicate lasts for a number of hours equal to your Intelligence modifier (minimum of 1), if it drops to 0 hit points, if you go unconscious, or you dismiss it (no action required by you). Once you use this feature, you can't do so again until you finish a long rest.
The duplicate can create and use your shadow tools, which does not count against the number of shadow tools you can have active at a time. When the duplicate is created, you can choose to have it start with one of the shadow tool options already equipped. You are aware of everything the duplicate can see and you always know the location of your duplicate. If the duplicate travels more than 1,000 feet from you, it vanishes.
Black Abyss
17th-level Shadow Artist feature
As an action, you target the shadow of a creature that you can see and magically twist it under your control. The shadow becomes a pool of darkness that occupies the creatures space and attempts to restrain them with shadowy tendrils. The creature must succeed on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your intelligence modifier or take 10d8 bludgeoning damage and become restrained by the shadows until the start of your next turn. The save is made with disadvantage if the creature is completely in dim light or darkness. On a successful save, the creature takes half damage and is not restrained.
The pool remains in the creatures space until the start of your next turn, if the creature hit points are reduced to 0 while in your pool of darkness it is pulled into the shadows and destroyed. A creature destroyed in this way rises up as one of your Shadow Duplicates, you can choose to have the duplicate rise with any of your Shadow Tools equipped. A duplicate created in this only lasts for 1 minute or until destroyed. You can use this feature a number of times equal to your intelligence modifier (minimum of 1), regaining all uses after finishing a long rest.
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