Base Class: Rogue
You have sworn yourself to the Shadow and pledged your soul to its service. As more and more of your soul is sacrificed to its dark purpose you are blessed with the Boons bestowed upon its spawn. As you grow more powerful your soul slips away, until you are one of the Fades, a Myrddraal, a cursed creature, powerful, but cursed.
Cafar Swarm
When you choose this archetype at 3rd level, you gain the ability to unless an infestation of shadowspawn called Cafar, or "Blood Wasps" that will beset your enemies.
Once per long rest, as an action you can unleash a Cafar Swarm. For one minute as a bonus action on your turn they may preform one of the following actions:
- Swarm of Blood
- One target within 30 ft of you must succeed on a Constitution Saving Throw or be beset by the swarm. On a failed save the target takes 1d8 poison damage plus your intelligence modifier This increases to 1d10 at 11th level and 1d12 at at 17th level. (The swarm is considered an extension of you, but can not benefit from sneak attack)
- Swarm of Pain
- One target within 30ft of you must succeed on a Wisdom Saving Throw or be beset by the painful stings of the Swarm. On a failed you have advantage on any ability checks used for gaining information (e.g. Intimidation or Persuasion)
- Swarm of the Shadow
- The Swarm can be used to darken any light source size class Small or less. The swarm can only darken one light source at a time. If this effect is used to attempt to blind a creature they must fail an Intelligence Saving Throw or be blinded for the duration of the effect. The effect last until the start of your next turn unless a bonus action is used to maintain the swarm. The target may choose to use an action to make an attack against the swarm (AC 18) attack against the swarm (HP 15). Once the swarm is dispersed all its effects end until the next long rest. Once the creature has successfully evaded this effect it can not be effected by it again until after a long rest.
The DC of Cafar Swarm is 8 + Your Proficiency Modifier + Your Intelligence Modifier
Resistance of the Gholam
Starting at 3rd level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
Acknowledgment of the Grey Man
Starting at 9th level, your soul has been partially consumed by the shadow causing you to walk slightly out of sink with reality. You gain advantage to all stealth checks based upon sight (e.g. if a creature is tracking via smell your advantage is negated). You also gain the "Passive Stealth" state which is calculated as 8 + Dex modifier + proficiency bonus. If your "Passive Stealth" is greater than a creatures Passive Perception you are hidden from their sight without needing to make a Stealth check.
Tenacity of the Darkhound
Beginning at 13th level, you have harnessed the tenacity of the mighty Darkhound. You are able to track using sent. Once you have smelled a creature they can not escape your notice via any means other than teleportation farther than 500ft away. You know the direction they have gone, and how long ago the passed the area in which you smell them. You also no longer leave footprints on any surface other than uncut stone.
Fury of the Myrddraal
Starting at 17th level, you have come to embody the shadow and can now be considered a true Myddraal, and gain several boons as payment for the last remnants of your soul.
- You gain Blindsight out to 30ft
- All weapon attacks now have a chance to inflict the poisoned condition. The target can attempt to expunge the poison by an addition Constitution Save at the end of its turn.
- On failure of Constitution Save DC 8 + INT modifier + proficiency modifier
- You gain the ability to teleport up to 150ft from one shadow to another.
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