Base Class: Rogue
Those who dream too deeply may find themselves in a blackened space deprived of all their senses. The time that passed here is much longer than that of the mortal plain. The single night one spends asleep can feel like days, weeks, even years. While in the darkness the rogue doesn't break, but instead soaks up all the power held within this place. And when they awaken, they are forever changed.
Assassin's Arsenal
You gain a loadout of your choice. Once your equipment is chosen equipment of that type is the only kind you can use.
You gain an Assassin's hidden blade, two weapons of your choice, and a kit of your choice.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Shadow Possession
When you reach 9th lvl you may take possession of one shadow you can see within 60 feet of you for one round. While the shadow is within your grasp you can manipulate it and control the creature's movements.
The creature that is controlled cannot attack any other creature.
Misty Blade
While you are wielding an assassins weapon that is either finesse or versatile you may make a ranged attack roll with it on a target within 90ft of you.
On a successful roll you throw your weapon to the targeted point and teleport to it. If the roll was an attack roll, after teleportation the enemy becomes surprised and you deal double damage. After damage calculation during enemies next turn they have disadvantage on all attack rolls.
Shadows of Fear
When you reach 17th lvl you may use your action to create up to 10 black shadows (you may only control a max. of ten shadows at once.) that take on the form of any weapon except ranged. These shadows are linked to you in every way and you can manipulate them as such. This ability allows you to expend a certain amount of shadows for attacks. When you use this ability all enemies that are of medium size must make a dc 15 wisdom saving throw, and all enemies that are of fine to small sized become frightened until one round after all shadows are expended.
Two shadows- one melee attack
Four shadows- one ranged attack
Ten shadows- critical attack of either ranged or melee
Shadow realm
When you reach 17th lvl, whenever you roll first in initiative the area within a 10 mile sphere becomes filled with magical darkness. Only you may see anything within this darkness. All forms of light become extinguished and all enemies can only see a 1ft area around them. All allies must make a dc 23 wisdom saving throw or be unable to see in the darkness. On allies turn they may make a dc23 wisdom check, on success they become able to see. Any creature that cannot see in this darkness gains the following effects,
All movement- must make a dc 12 dex. saving throw or fall prone.
Gain disadvantage on all melee attacks.
All ranged attacks miss.
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