Rogue
Base Class: Rogue

Shadeweavers, also known as Prowlers and Nightbinders, are infused with the power of shadow, wrapping it around themselves like a cloak and using it to terrify and execute their foes. 

Gloompiercer

At 3rd level, the shadows that infuse you grant you the ability to see in darkness of all kinds. You can see normally in darkness, both magical and nonmagical, out to a range of 120ft.

Additionally, you can't have disadvantage on attack rolls as long as the target can't see you, and missing with an attack roll doesn't reveal your position. You can attempt to hide even if you are only lightly obscured, as long as you are in an area of dim light or darkness.

Sudden Murk

Also at 3rd level, you can magically extinguish nearby light sources, plunging your surroundings into shadow. As a bonus action, you cause each nonmagical light source of your choice that you can see within 60ft of you to go out.

Additionally, each spell that creates light within 60ft of you ends if it is of a level equal to or lower than your Wisdom modifier. 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

Shadowplay

At 9th level, you can command the shadows surrounding your enemy to attack it. When you deal your Sneak Attack damage to a creature in dim light or darkness, you may have that creature make a Dexterity save or take necrotic damage equal to half the sneak attack damage dealt and be restrained until the end of your next turn. You can’t use this feature again until you spend 1 minute meditating in an area of darkness and attuning to the shadows.

Stifling Blackness

At 13th level, your mere presence turns harmless shade into your lightless hunting ground. Bright light within 30ft of you becomes dim light, and dim light not already caused by this feature within that same radius becomes darkness. 

Additionally, any sound made within that radius cannot be heard outside of it. You can suppress or reactivate all of these effects at will (no action required). These effects are suppressed if you are incapacitated or die. 

Inky Demise

At 18th level, you can snuff out even the strongest lights, including the light of the human soul. When you use Sudden Murk, its range increases to 120ft and and it dispels all light-creating spells of 8th level and lower.

Additionally, you can use an action to attempt to extinguish the flame of life in one creature within 30ft of you that is in an area of darkness. That creature must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failure, it dies. On a success, roll your Sneak Attack damage dice twice. It takes necrotic damage equal to the result. A creature killed by this creature is consumed into the surrounding gloom, leaving any equipment it was wearing or carrying behind in its space. Once you use this feature, you can’t use it again until you finish a long rest. 

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