Rogue
Base Class: Rogue

Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Despite their link with shadows and trickery shadowdancers are as often good as evil. They may use their incredible abilities as they wish. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.

Darkvision

When you choose this subclass at 3rd level, you gain superior vision in dark and dim conditions. If you don't already have darkvision, you gain darkvision to a range of 60 feet.

Shadow Magic

When you choose this subclass at 3rd level, you also learn the spells darkness, pass without trace, and silence, and can cast them using this feature without expending a spell slot. Charisma is your spellcasting ability for these spells. You can cast spells using this feature a number of times equal to your your Charisma modifier. You regain expended uses of this trait when you finish a short or long rest.

Additionally, you learn the minor illusion cantrip and can cast it at will.

Spellcasting Ability

Charisma is your spellcasting ability for your shadowdancer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a shadowdancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Shadow Jaunt

Starting from 9th level, when you are in dim light or darkness, you can use your bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. You can use this feature an amount of times equal to your proficiency bonus and you regain all expended uses of it when you finish a short or long rest.

Shadow Stealth

Starting from 13th level, when you are in dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or enter bright light.

Shadow Strike

Starting from 17th level, when a creature within 5 feet of you is hit by a different creature that is not you, you can make a melee attack against the struck creature as a reaction

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