Base Class: Rogue
Whether through study and practice, innate talent, pure circumstance, or some other event, you stumbled into the shadowy realm of the Nightmother. And as with all intruders, she adopted you. A piece of a greater whole, you have been marked as an Umbralwalker. This chance encounter with the Mother of Darkness reshaped your essence.
With her blessing, you can traverse to and from her realm, tearing holes in the void between all things. You exist, unbound by the laws of the universe, constrained only by the Nightmother herself.
Umbral Step
At 3rd level, your connection to the Nightmother allows you to quickly slip in and out of the Umbra. As a bonus action, you can teleport to an unoccupied space within 15 feet of you that you can see.
This feature cannot be used if your movement speed is already zero, such as when you are grappled or restrained.
At 17th level, the range of Umbral Step increases by 15 feet.
Dark Lore
At 3rd level, the blessing of the Nightmother imprinted knowledge of the darkness unto your mind. You can sense when you are within 10 feet of an evil creature or object. Creatures of CR 15 or higher can make a DC 15 Wisdom saving throw to hide their nature in your presence. When attuning to certain items, you are considered evil should the item require it.
Additionally, you gain 60 feet of darkvision. If you already have darkvision, this feature increases its range by 60 feet.
Commune with Her
At 9th level, your connection to the Nightmother has deepened enough to allow you to attempt to commune with her. You must spend 1 hour to prepare the ritual. It requires 10 gold worth of incense, and 100 gold worth of darkly colored gems, crushed or otherwise.
When the hour is complete, you may speak to the Nightmother in the Umbra for as long as you wish (or as long as she lets you).
Upon completing the ritual in full, you gain resistance to necrotic damage, can see in magical or non-magical darkness for 8 hours, and have advantage on Dexterity (Stealth) checks.
Once you use this feature, you cannot use it again until you complete a long rest.
Tenebrous Jaunt
At 9th level, you learn how to become a shadow itself. As an action, you become a shadow and become able to move through spaces as narrow as 1 inch without squeezing. This effect lasts for an hour. When the effect ends, and you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Once you use this action, you can’t use it again until you finish a long rest.
At 17th level, you are able to use this feature at-will, and it only ends when you choose to end it or when your movement speed becomes zero, such as when you are grappled or restrained.
Master of Shadows
At 17th level, you have mastered the manipulation of Umbra and your ability to traverse through it, and aspects of its nature have suffused with you. Parts of your physical form now appear as wispy, black smoke. As a bonus action, you can choose to dispel this visual effect. However, it always returns within one hour of dispelling it.
In addition to the benefits listed in the other features of this subclass, you gain the following benefits:
- You are able to cast teleport without needing material components. After you cast teleport with this feature, you cannot do so again until you complete a long rest.
- Your attacks deal an additional 1d8 necrotic damage.
- You can no longer be restrained, grappled, or knocked prone against your will.
Previous Versions
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