Warlock
Base Class: Warlock

Deep within the tapestry of the multiverse, where shadows dance and secrets lie hidden, there exists a unique breed of rogues who have made a pact with a formidable entity known as Ryujin Akuma, the Blademaster of Shadows. These individuals, known as Shadowblade Rogues, are not your typical thieves and assassins. They are warriors of shadows, wielders of necrotic power, and masters of stealth.

Ryujin Akuma, a formidable demon prince with an enigmatic presence and unparalleled swordsmanship, has chosen these rogues as his emissaries. His enigmatic lineage, traced back to a long line of samurai warriors, flows through their veins, shaping their combat techniques and guiding their unwavering code of honor.

Unlike most rogues, the Shadowblade Rogues don't just rely on their stealth and cunning. They harness the power of shadows to mark their foes for destruction, granting them supernatural advantages in combat. With every strike, they channel necrotic energy, leaving a trail of devastation in their wake.

At their pinnacle, these rogues can even take on the shadow-like form of Ryujin Akuma himself, embodying the essence of the Blademaster of Shadows. In this form, they move with uncanny speed, becoming nearly invisible, and their attacks carry the deadly touch of necrotic energy

Shadows Guile

At 1st level, you gain the ability to cloak yourself in shadows, granting you a unique defensive skill. As a reaction, when you are hit by an attack, you can expend a use of your Shadow's Guile to evade the attack with uncanny speed and agility. This reaction imposes disadvantage on the attack roll, potentially causing the attack to miss. You have a number of uses of Shadow's Guile equal to your Charisma modifier (minimum of 1). You regain all expended uses after a short or long rest.

Mark of Shadows

Starting at 1st level, you can use a bonus action to designate a single target within 60 feet of you as your Mark of Shadows. While the Mark of Shadows persists, any attacks you make against the marked target are made with advantage, and you score a critical hit on a roll of 19 or 20. Additionally, if the marked target dies, you heal for 3 times your Charisma modifier in hit points.

Aura of Anti-Magic

At 6th level, you gain an Aura of Anti-Magic. Within a 10-foot radius, spells and magical effects cast by spellcasters require a spellcasting saving throw against your DC of 15 to take effect. If they fail, the spells are suppressed. Non-spellcasters are unaffected by this aura.

Shadow's Resilience

Starting at 10th level, you've honed your body and senses, gaining advantage on saving throws against being frightened or charmed. This resilience represents your growing immunity to fear and charm effects.

Ryujin's Shadowform

At 14th level, you gain the ability to channel the shadow-like form of Ryujin Akuma. As an action, you can transform into this shadowy state for 1 minute. While in Ryujin's Shadowform, you gain the following benefits:

  • Your movement speed is doubled.
  • You have advantage on Dexterity (Stealth) checks.
  • Your attacks deal an additional 2d6 necrotic damage.
  • You can pass through solid objects and occupy the same space as another creature (though you can't end your turn in their space).
  • You gain resistance to non-magical bludgeoning, piercing, and slashing damage.             

You can use this ability once per long rest.

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