Base Class: Rogue
The Shadow Weaver is a rogue subclass focused on illusions, distractions, and infiltration. They excel in their ability to manipulate shadows and use them to their advantage, using their unique abilities to gather information, manipulate situations, and operate in the dark. Whether you got these powers from years of training or just had a natural talent for blending into your environment, the Shadow Weaver is a master of secrets and the unseen.
Shadow Shroud
At 3rd level, Shadow Weavers gain the ability to cloak themselves in shadows, rendering them nearly invisible.
As an action, you cover your body in a mystical cloak of shadows. This grants you advantages in Stealth checks and imposes disadvantages on attacks against you. You can maintain this concealment for a limited number of rounds equal to your Dexterity modifier (with a minimum of 1) every short rest or take off the cloak as a bonus action. This amount does carry over until you take a short rest. For example, if you take off the shroud with one turn left available to you, you can recast it again for one turn before you have to take a short rest. Furthermore, you can use the Shadow Shroud to move through magical wards and barriers without triggering them.
Walk Among Shadows
Beginning at 3rd level, you can teleport between shadows if you're hiding.
As a bonus action, you can teleport to a shadow if you are in one yourself and hiding. You can teleport to any location within 60 feet of your eyesight and in dim light or darkness, provided you have a line of sight to the destination. This does mean that you can teleport to a shadow that is more than 60 feet away from you granted your eyesight is displaced such as with Gaze of Two Minds or Beast Sense. After using this feature, you must complete a short or long rest before you can employ it again.
Shadow Manipulation
At 9th level, you gain the power to manipulate shadows for deception, distraction, and disorientation.
As a bonus action, you can conjure illusory shadows and sounds around you in a 10-foot radius times your current level. Any creatures within that area must make a Wisdom saving throw against your Persuasion save DC. If they succeed the attack has no effect on them but if they fail they become distracted, granting everyone advantage against those affected for the next round.
Shadow Lord
At 13th level, your mastery over shadows reaches new heights. you can weave intricate patterns with shadows, creating illusions that confound and ensnare their foes.
As a bonus action, you can cast Shadow Lord, obscuring an area within 30 feet of you in magical shadows for up to 1 minute. This area becomes heavily obscured, granting you and your allies within it the benefits of full cover. Additionally, you can manipulate these shadows in various ways:
- Shadow Bind: As an action, you can choose a creature within your magical shadow veil. The target must make a Strength saving throw against your Intelligence save DC or become restrained by shadowy tendrils. On each of its turns, the target can repeat the saving throw, ending the effect on a success.
- Blink: As a reaction, when you or an ally within the magical shadow veil is attacked, you can use your reaction to temporarily step through the shadows and cause the attacker to miss the attack. You make a Dexterity skill check and if it beats their AC, they miss.
Once the Shadow Lord is used, you must finish a short or long rest before you can use it again. This ability allows you to harness shadows for both defensive and offensive purposes, creating a web of darkness that can protect your allies and ensnare your enemies.
Shadow Assassin
At 17th level, you have attained the highest level of your shadowy skills, making you truly elite assassins. You can do two things:
- When attacking from a state of stealth, you can choose to make an assassination attempt. A successful hit forces the target to make a Constitution saving throw against your Dexterity save DC. Failure results in additional damage equivalent to half your Sneak Attack damage and leaves the target stunned until the end of your next turn.
- While within dim light or darkness, you can move freely, unhindered by difficult terrain or constraints. Additionally, you can move through solid objects as if they were difficult terrain as long as you can see through them, allowing for incredible infiltration and escape abilities.
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