Rogue
Base Class: Rogue

A Shadow Walker pulls their powers from the Shadowfell, twisting and shaping dark fey magics to distract their target whilst they silently attack from the shadows.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level

Spell Slots

The Shadow Walker Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, of which you must choose from the Conjuration, Illusion and Necromancy spells on the wizard spell list.

The Spells Known column of the Shadow Walker Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a Conjuration, Illusion or Necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a Conjuration, Illusion or Necromancy spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Shadow Walker Spellcasting

ROGUE

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

 

Shadow Powers

At 3rd level, You have access to a number of shadow points equal to twice your proficiency bonus. You may expend a number of shadow points to activate one of your Shadow Powers. You are not limited to an amount of shadow points you can expend per turn or per round of combat.

Your Shadow Powers are:

Dark Distraction: Dark, shadowy tendrils enter the mind of your opponent. As a reaction, you may expend one shadow point to force an enemy to remake their melee or ranged weapon attack roll, choosing the lower of the two outcomes.

Altered Aim: Use the chaotic energies of the Shadowfell to guide your blade. As a reaction, you may expend one shadow point when you or an ally you can see within 30ft of you misses on an attack roll with a melee or ranged weapon, remake the attack, choosing the higher of the two outcomes.

Shadow Step: Let the Shadowfell take you into its realm temporarily. Whenever you are standing in dim light or darkness and make an attack with a melee or ranged weapon, you may expend two shadow points (no action required) to teleport up to 30ft to an unoccupied space you can see before making the attack (the unoccupied space does not have to be in dim light or darkness). You gain advantage on the attack roll you make after using this ability.

Shadow Sheath

At 9th level, you can use the potent Shadowfell magic inside of you to sheath your melee or ranged weapon in necrotic magic for a short time.

As a bonus action, you empower a melee or ranged weapon you are holding in one hand to deal extra Necrotic damage equal to your intelligence modifier for 1 minute.

You can do this a number of times equal to your intelligence modifier per long rest.

Shroud of Shadows

At 13th level, whenever you are standing in dim light or darkness, you can use an action to turn yourself invisible. The invisibility from Shroud of Shadows will last until you attack, cast a spell, fall unconscious or enter a well-lit area, otherwise the invisibility will last indefinitely.

If you use your Shadow Power 'shadow step' to teleport from one dimly lit or darkened area to another, this will not end the invisibility from Shroud of Shadows.

Manifest Shadow Clone

At 17th level, whenever you cast a spell that turns you invisible or you use your Shroud of Shadows ability, you can manifest a shadow clone of yourself in the space next to you. 

The shadow clone is considered a Construct, is immune to all conditions, uses your saving throw bonuses, has an AC of 12 plus your proficiency bonus, a speed of 30 feet (moves on your turn), has hit points equal to 5 times your rogue level and cannot gain or restore hit points.

The shadow clone stays summoned for 1 hour, until destroyed, dismissed as a bonus action, until you fall unconscious or move more than 120 feet away from the shadow clone.

As a bonus action, you can magically swap places with your shadow clone.

When you take the attack action on your turn, you can choose to make your ranged or melee attack from the space that your shadow clone is occupying and whenever you take the attack action on your turn, your shadow clone may make an extra-attack from its position.

 

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