Rogue
Base Class: Rogue

You have the ability to turn invisible in the dark, see in the dark, create a coat out of shadows, pull the energies of shadows themselves and create portals out of the shadowfell that allow for swift movements, and has the potential ability to be a weapon itself. 

Displacement

Starting at third level, you can use a bonus action on your turn while you are in dim light or darkness to gain the effects of the invisibility spell for 1 minute. You can end this invisibility as a bonus action and immediately use your reaction to make one melee weapon attack against a creature within range.                                                                                                                          

This ability can be used a number of times equal to your proficiency bonus per long rest.

In the shrouded corners of the world where secrets breed and shadows dance, the Nightshade Infiltrator walks. As they navigate the cloak of darkness, a power unique to their kind emerges - Displacement. With but a thought, they wrap themselves in the concealing embrace of shadows, rendering attacks against them futile. In the deepest darkness, they are granted the eldritch gift of invisibility, and they move as phantoms, unseen and unheard. When the moment is ripe, they strike with a swift and precise melee weapon attack, vanishing once again into the void.

Eyes of shade

Starting at 3rd level, you gain darkvision to a range of 60 feet, which allows sight through magical darkness. You can use an action to make the shades of grey appear in full colour, which lasts 1 minute. 

Alternatively, you can share your darkvision. As a bonus action, decrease the range of your darkvision by a number up to your proficiency bonus multiplied by 10. Choose one willing creature within 30 feet. That creature gains darkvision out to a range equal to the number that you decreased your darkvision by for 1 minute. After this time has passed, you regain your darkvision. 

You can share your darkvision a number of times equal to your proficiency bonus per long rest.

The Nightshade Infiltrator's connection to darkness runs deep, granting them a vision that pierces the night. They are Inured To Darkness, with darkvision that allows them to see even in the most magical obscurity. But their mastery goes further; at will, they can infuse their world with shades of gray, revealing details others can't perceive. Furthermore, they can share this dark gift with a willing ally, extending their sight into the abyss for a brief span. It is the art of seeing what others fear, and manipulating the inky veil to their advantage.

Shaed

Starting at 9th level, while in dim light or darkness, you can use your action to draw the energy into a shadowy avatar of force and darkness. 

  • As a bonus action on your turn while surrounded by the darkness you can direct it into shadowy wings that sprout from your back. You gain a fly speed, during which you can hover. While hovering only 5 feet above the ground, you have a fly speed equal to your walking speed +10 feet. While flying higher than 5 feet off the ground, your flying speed becomes equal to your walking speed. 
  • When you make a melee weapon attack, you can use a bonus action to add the power of darkness to your strike. If the attack hits, in addition to dealing your weapon's damage, your target must make a Wisdom saving throw based on sight (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the target takes extra necrotic damage equal to half your level +5 and they are blinded until the start of their next turn.

Your Shaed dissipates after 1 minute has passed. You can use this feature a number of times equal to your Wisdom modifier per long rest.

 

As they become seasoned Nightshade Infiltrators, their mastery over darkness transcends mere perception. They can shape it into an avatar of force and shadow, using its power to grant them the ability to soar through the air with ease, casting their foes into a world of confusion. Their Shaed becomes an extension of their art - a weapon, a shield, and a shroud that blinds those who dare to cross their path.

Shadow Mind

You can summon a Shadow to aid you in combat. A use of this feature is only expended when all the Shadows break your control, when the effects end or when you banish all of them. 

You can use an action on your turn to imbue a nearby shadow with the shadowfell’s magic. Target 1 shadow cast by a humanoid. It detaches from the bonds of the owner and becomes a Shadow, dealing 1d6 necrotic damage that is unaffected by resistance. The shadow rises up towards you, stopping within 10 feet of you. You must have one hand free to control it, and you can use a bonus action on your turn to command one or more of these Shadows. You can have a number of these in your control equal to the amount of hands you have - but not exceeding your proficiency bonus. When you take a bonus action to command the Shadows, you tell them what to do on their turn. When you give them a command, they complete it to the best of their ability. They will not complete the task if they break free of your control, as described below. 

You can banish one of the Shadows that is under your control by clenching the fist that is controlling it as an action. Every time you summon one after you summon the first one (per activation of this agility) you must roll a percentile dice. On a 50 or higher, the Shadow is summoned as normal. On a 49 or below, every Shadow must make a Charisma saving throw individually (DC of the saving throw is equal to 8 + your proficiency bonus + dexterity modifier). On a success, the Shadows join the fight as their own side, under their own control. 

You can use this ability a number of times equal to your proficiency bonus per long rest.

At the pinnacle of their journey, Nightshade Infiltrators can command the very essence of shadows - the Shadows themselves. These loyal servants carry out the Infiltrator's will, a testament to their control over the art of darkness. With a mere touch, a shadow bound to a humanoid detaches and becomes a deadly weapon, striking with an otherworldly power. These obedient thralls rise to serve the Infiltrator, ensuring the job is done, and secrets are kept.

Shadow Mastery

You summon the shadowfell to assist you via portals and gateways to your dimension

Shadow Sneak: Using a bonus action, you create a portal one foot wide. This portal can link to another one up to 500 feet away, which you create at the same time. You can see through this portal, to the other side, but to everyone else it looks like an opaque black disc. You can use a bonus action to move the portal while in contact with it, which moves the other portal as well, in the same way.

If you move the portal so that it surrounds a creature, you can use an action to slice whatever either of the portals come in contact with. When you do this, the target must make a Constitution saving throw or take 6d6 slashing damage and the same amount of necrotic damage and become unable to regain hit points for 24 hours. On a fail, the target takes half the amount of damage. Regardless, the portal effect now ends. 

You can use this feature 3 times per dawn.

The Nightshade Infiltrator's mastery over shadow culminates in Shadow Mastery, where they can create portals to other dimensions, enabling swift movements and devastating strikes. These portals are not mere doorways but weapons themselves, as they can slice through adversaries with deadly precision. The Infiltrator becomes a manipulator of space and time, wielding the forces of darkness to cut a path through their enemies.

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