Rogue
Base Class: Rogue

In places abandoned by light, the Shadow rogue thrives. Shadow rogues can obtain a Stolen Shadow to protect them against the harsh penalties they would otherwise suffer in areas with dim or bright light. Stolen Shadows are also expended to fuel powerful abilities, requiring the rogue to constantly choose between safety and versatility.

The Shadow rogue gains access to Shadow Tactics, a list of optional abilities that can be mixed, matched and upgraded to create a heavily customised playstyle. These options can turn the rogue into a shadow wielding warrior, a highly mobile support, a versatile skill monkey or degrees of all of the above.

Umbral Affinity

You can see in darkness, both magical and non-magical, up to a distance of 120 feet around you.

While not wearing armor, your Wisdom modifier is added to your AC and your speed increases by 10 feet.

Stolen Shadow

As a bonus action, you can attempt to steal a shadow within 5 feet of you. The shadow must belong to a creature or be big enough to fill a 5ft. square. You must succeed a DC 13 Dexterity (Sleight of Hand) check to successfully steal the shadow.

You cannot steal the same shadow twice in one day. All creatures whose shadows you've stolen regain them after 1 day.

While you carry the Stolen Shadow, you count as being in darkness. You can only carry one at a time.

Hated by the Light

While in dim or bright light and not carrying a Stolen Shadow:
-Ranged attacks against you have advantage.
-You have disadvantage on Dexterity, Wisdom and Charisma saving throws.
-Radiant damage you take is doubled.

Shadow Tactics

When you have a Stolen Shadow, you can use it to activate one of your chosen Shadow Tactics. Each individual option states if it takes an action or a bonus action to use. Once the Stolen Shadow is expended in this way, you no longer gain the benefits of carrying one. The effects of Shadow Tactics are considered Magical, and as such can be affected by spells such as Dispel Magic.

When a Shadow Tactic's effect requires the target to make a saving throw, the DC equals 8 + your WIS modifier + your proficiency bonus.

You can swap out previously chosen Shadow Tactic options when you level up, but the options you pick must be ones that would have been available for that slot at its appropriate level. For example, when reaching level 10 and deciding to swap out your 3rd level options, you cannot replace them with level 10 options. You can, however, choose a lower level option for a higher level slot. If an option says it requires previous, upgradeable versions of itself, you must have all of them chosen at the same time.

At 3rd level, you can pick two options.
At 5th level, you can pick one additional option.
At 7th level, you unlock a new tier of abilities and can pick two additional options.
At 10th level, you unlock a new tier of abilities and can pick one additional option.
At 12th level, you can pick one additional option.
At 16th level, you unlock a new tier of abilities and can pick one additional option.

Chilling Gift

7th level option.
Upgradeable option.

When you deal Sneak Attack damage, you can use your reaction to expend your Stolen Shadow to reduce the target's AC by 5 against the next attack that targets it before the end of your next turn. You can then increase the AC of a creature of your choice (other than yourself) within 30 feet by 5 against the next attack that targets them before the end of your next turn. Both of these effects activate at the end of your current turn.

This Shadow Tactic cannot be used against the same target again without targeting a different creature first.

Chilling Gift Improved

10th level option.
Requires the Shadow Tactic option: Chilling Gift.

Shadow Tactic: Chilling Gift now also subtracts 5 from the next saving throw the target makes before the end of your next turn. The creature chosen by you to receive an increase to their AC now also gains a +5 to the next saving throw they make before the end of your next turn.

Chilling Gift Perfected

16th level option.
Requires the Shadow Tactic option: Chilling Gift.
Requires the Shadow Tactic option: Chilling Gift Improved.

When an ally successfully lands an attack against a creature weakened by your Shadow Tactic: Chilling Gift, their movement speed is doubled and they cannot be targeted by opportunity attacks until the end of their next turn. If the ally has already used up their movement on the triggering turn, they can move again as if their movement speed had been doubled since the start of their turn.

Commanding Void

3rd level option.

As an action, you can expend your Stolen Shadow to issue a one word command to a creature that you can see within 60 feet of you. The target must then roll a Wisdom saving throw. On a failed save, the creature must use its action on its next turn to obey your command as best it can. This has no effect if the target cannot understand your language or if the command is directly harmful to it.

When a target fails this save, it gains +5 to its saving throw against this Shadow Tactic for the next minute.

Faster Than Light

3rd level option.
Upgradeable option.

As a bonus action, you can expend your Stolen Shadow to double your movement speed until the end of your next turn.

Faster Than Light Improved

7th level option.
Requires the Shadow Tactic option: Faster Than Light.
Upgradeable option.

Shadow Tactic: Faster Than Light now has a duration of one minute.

Faster Than Light Perfected

10th level option.
Requires Shadow Tactic: Faster Than Light.
Requires Shadow Tactic: Faster Than Light Improved.

Shadow Tactic: Faster Than Light now also increases your AC by 2 and grants you an extra Hasted action.

Force Out the Light

3rd level option.
Upgradeable option.

As a bonus action, you can expend your Stolen Shadow to summon a Shadow Blade that persists for one minute and requires concentration. It counts as a simple melee weapon with which you are proficient. It deals 2d6 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the concentration persists, you can use a bonus action to cause the sword to reappear in your hand. While you are concentrating on this blade, you cannot obtain a new Stolen Shadow. Once your concentration on this Shadow Tactic ends, you regain the Stolen Shadow expended to activate it.

Force Out the Light Improved

7th level option.
Requires the Shadow Tactic option: Force Out the Light.
Upgradeable option.

When you miss an attack with the blade conjured by Shadow Tactic: Force Out the Light, you can attack again. This can only occur once per turn.

Force Out the Light Perfected

10th level option.
Requires the Shadow Tactic option: Force Out the Light.
Requires the Shadow Tactic option: Force Out the Light Improved.

Shadow Tactic: Force Out the Light now summons two Shadow Blades, which can be wielded simultaneously. Two-Weapon Fighting applies. The second Shadow Blade can be given to another creature, but disappears if it is moved more than 30 feet from you.

Ghost Dash

16th level option.

As an action, you can expend your Stolen Shadow to dash forward 30 feet in a straight line, damaging all creatures of your choice that are within 5 feet of you at any point during the dash. Each chosen target must make a Dexterity saving throw, taking 8d6 magical slashing damage on a failed save and half that on a successful one.

If any of the chosen targets are reduced to 0 hit points before the start of your next turn, you can repeat the dash either as a bonus action on your current turn or as a reaction outside of your turn. This ability can reset itself as many times as it can be used before the start of your next turn.

This movement is too fast to trigger opportunity attacks, passes freely through the spaces of all creatures in its way, and cannot be stopped early by its user if there is space to go the full distance. This dash can be aimed at any angle, including directly upwards, and if it is repeated as a bonus action, the new dash activates before you begin to fall.

This Shadow Tactic can be used once before requiring a short or long rest to recharge.

Grappling Shadows

3rd level option.

As a bonus action, you can expend your Stolen Shadow to attempt to root a creature you can see within 30 feet in place. The target must succeed on a Strength saving throw or its speed becomes 0 until the end of your next turn.

When a target fails this save, it gains +5 to its saving throw against this Shadow Tactic for the next minute.

Nyctophobia

7th level option.

As a bonus action, you can expend your Stolen Shadow to cast the Hunter's Mark spell. Once before this spell ends, if the target makes a saving throw, you can choose to give it disadvantage on the roll.

Obfuscation

3rd level option.

As a bonus action, you can expend your Stolen Shadow to attempt to blind a creature you can see within 30 feet. The target must succeed on a Wisdom saving throw or be Blinded until the start of your next turn.

When a target fails this save, it gains +5 to its saving throw against this Shadow Tactic for the next minute.

Opportunistic Insomniac

3rd level option.
Upgradeable option.

As a bonus action, you can expend your Stolen Shadow to double your jump distance for one hour. You gain Expertise in Sleight of Hand.

Opportunistic Insomniac Improved

7th level option.
Requires the Shadow Tactic option: Opportunistic Insomniac.
Upgradeable option.

Shadow Tactic: Opportunistic Insomniac now also makes you immune to falling damage for its duration. Your walking speed increases by 5 feet.

Opportunistic Insomniac Perfected

10th level option.
Requires the Shadow Tactic option: Opportunistic Insomniac.
Requires the Shadow Tactic option: Opportunistic Insomniac Improved.

You only need 4 hours of rest to gain the effects of a long rest, and you do not need to sleep. You gain Expertise in Perception.

Polarized Senses

3rd level option.
Upgradeable option.

As an action, you can expend your Stolen Shadow to sense the presence of any purposefully set traps within 30 feet of you. This reveals traps both mundane and magical, but doesn't specify the location or nature of the traps. You gain Expertise in Survival.

Polarized Senses Improved

7th level option.
Requires the Shadow Tactic option: Polarized Senses.
Upgradeable option.

Shadow Tactic: Polarized Senses now specifies the location and nature of the traps and detects them in a 60 foot range instead of 30. Your passive perception increases by 5.

Polarized Senses Perfected

10th level option.
Requires the Shadow Tactic option: Polarized Senses.
Requires the Shadow Tactic option: Polarized Senses Improved.

While you hold a Stolen Shadow, you cannot be surprised. You gain Expertise in Investigation.

Shadow Clone

16th level option.

As a bonus action, you can expend your Stolen Shadow to command the shadow of one allied creature you can see to join the fight. The target creature's shadow rises to fight alongside them, acting on their initiative for the duration of their next turn. The shadow clone can do exactly what the target creature could do at the moment it was summoned, and is controlled by whoever controls the target creature. The Shadow Clone knows the thoughts of whoever it replicates, and serves as an extension of their body and mind. It can take an action and a bonus action and use movement on the target creature's turn, at the end of which it dissolves back into its natural form.

This Shadow Tactic can be used once before requiring a short or long rest to recharge.

Silent Night

3rd level option.

As a bonus action, you can expend your Stolen Shadow to attempt to silence a creature you can see within 30 feet. The target must succeed on a Constitution saving throw or be silenced until the end of your next turn. While silenced, the target cannot perform the verbal components of a spell or create any sound within 5 feet of itself.

When a target fails this save, it gains +5 to its saving throw against this Shadow Tactic for the next minute.

Sinister Alacrity

7th level option.

If you are holding a Stolen Shadow when rolling initiative, you can expend it to add a d8 to your initiative roll. Alternatively, you can grant this bonus to an ally you can see instead.

The Darkest Places

10th level option.

As an action, you can expend your Stolen Shadow to gain a swimming speed twice as fast as your movement speed and lose the need to breathe for 8 hours. You gain resistance to cold damage.

Umbral Warp

3rd level option.
Upgradeable option.

As a bonus action, you can expend your Stolen Shadow to switch places with a willing creature you can see within 120 feet.

Umbral Warp Improved

10th level option.
Requires the Shadow Tactic option: Umbral Warp.

Shadow Tactic: Umbral Warp can now be used on unwilling creatures if they fail a Dexterity saving throw.

Unparalleled Alacrity

16th level option.

If you are holding a Stolen Shadow when rolling initiative, you can expend it to add a d10 to your initiative roll. Alternatively, you can grant this bonus to an ally you can see instead. This option stacks with Shadow Tactic: Sinister Alacrity if you have chosen it, meaning that activating one activates both.

Unseen Elegance

10th level option.

As an action, you can expend your Stolen Shadow to become invisible for one hour. The invisibility ends if you attack or cast a spell. While this effect is active, you cannot hold a Stolen Shadow.

Weightless Matter

3rd level option.
Upgradeable option.

As a bonus action, you can expend your Stolen Shadow to grant yourself and one other creature that you can touch a climbing speed equal to each target's respective walking speed for one hour. While this effect is active, you cannot hold a Stolen Shadow.

Weightless Matter Improved

10th level option.
Requires the Shadow Tactic option: Weightless Matter.

Targets affected by Shadow Tactic: Weightless Matter also gain a flying speed equal to their walking speed.

Welcome to My World

3rd level option.
Upgradeable option.

As an action, you can expend your Stolen Shadow to cast the Darkness spell. While this effect is active, you cannot hold a Stolen Shadow.

This Shadow Tactic can be used once before requiring a short or long rest to recharge.

Welcome to My World Improved

7th level option.
Requires the Shadow Tactic option: Welcome to My World.
Upgradeable option.

Creatures who cannot see in the magical darkness created by Shadow Tactic: Welcome to My World take Psychic damage equal to your character level at the start of their turn if they are within the spell's area of effect.

Welcome to My World Perfected

10th level option.
Requires the Shadow Tactic option: Welcome to My World.
Requires the Shadow Tactic option: Welcome to My World Improved.

Shadow Tactic: Welcome to My World now allows you to let creatures see through the effect of your Darkness spell. You can grant this benefit to all creatures of your choice when you cast the spell.

Whispers in the Darkness

3rd level option.
Upgradeable option.

As an action, you can expend your Stolen Shadow to establish a communication link between two creatures you touch. One of them can be you. This link lasts for an hour, during which the two can speak to each other through shadows without speaking out loud. The link breaks if the two are more than 1 mile away from each other.

Whispers in the Darkness Improved

7th level option.
Requires the Shadow Tactic option: Whispers in the Darkness.

Creatures linked with Whispers in the Darkness can now tune into each other's sight and hearing. While seeing and hearing through the other creature's senses, they become blind and deaf to their own surroundings. In addition, the link created with Whispers in the Darkness now lasts indefinitely and is unaffected by distance or planar barriers. The link only breaks if one of the affected creatures wills it to, if it gets dispelled, or if the rogue who established it uses Shadow Tactic: Whispers in the Darkness again.

Shadow Step

9th level Shadow feature.

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can 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.

Blessed by Night

13th level Shadow feature.

The shadows bless you and one other you deem worthy of their protection. As an action, you can grant yourself and one other creature you touch advantage on Stealth and Sleight of Hand checks for one hour. You can do this once, regaining its use after a long rest.

Nocturnal Deftness

17th level Shadow feature.

You can now use two Bonus Actions in a turn.

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