Rogue
Base Class: Rogue

You have stared into the darkness so long that it stared back into you.... And the dark liked what it saw.

You are most at home in the dark places of the world. The shadows speak to you, whispering strange and awful things to you, like old friends confiding secrets to you. you walk into shadows like normal folk walk into doors, and have gained many strange and dark powers to protect yourself and accomplish your goals. Darkness is your home. 

 

Dark Thoughts

3rd-level Shadowsinger feature

You harbor a wellspring of shadow within yourself. This energy is represented by your shadow dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various dark powers you have, which are detailed below.

Some of your powers expend the Shadow die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended shadow dice when you finish a long rest. In addition, as a bonus action, you can regain one expended shadow die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Shadow dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your shadow dice.

Darkened Luck. When your training fails you, your dark power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one shadow die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Dark Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Shadow die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.

The first time you use this power after each long rest, you don’t expend the Shadow die. All other times you use the power, you expend the die.

Blades of shade

3rd-level Shadowsinger feature

You can manifest your dark power as blades of flickering shadow. Whenever you take the Attack action, you can manifest a dark blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals necrotic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second shadow blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Shadow Projection

The Shadows are always listening.

At 4th level you gain the ability to project your shadow to any location on the same plane of existence as you, so long as your mark has been made or is present. The target location must be in dim light or darkness. When you project your shadow in this way you can hear normally as if you were present in that location, but remain grounded in your body. You can also cast your mind into your shadow-self and communicate ( see, hear, speak), however you become blinded and deafened to your bodies physical surroundings when this happens, but may return to your body at anytime. A creature may request your presence by making your mark and concentrating on the desire to speak with you for one minute. you are aware when a request is made, but are not required to respond.

Shadow Song

You can step into the shadows and travel through them from one shadow to another, almost like traveling through a tunnel or a hallway from place to place At higher levels you are able to travel greater distances, but it comes with a steep price.

At 5th level, as an action, you can travel up to 60 feet from one patch of shadow or darkness to another. Outside of combat you can use this within its range an unlimited number of times.

At 9th level the distance increases to 120 feet.

At 12th level you can travel up to 1 mile, but if traveling more than 120 feet you have disadvantage on strength and dexterity rolls for 1 round, or 5 minutes outside of combat, due to a feeling of vertigo.

At 17th level distance is no longer a limitation but the cost is exponential.

You must roll for travel time on any distance over 1 mile. 

For anything beyond 50 miles you sustain1 stack of exhaustion.

After 50 miles at every 100 mile increment you sustain an additional stack of exhaustion. this exhaustion can only be reduced down to 1 stack by any means other than a long rest, a long rest is the only way to completely remove all stacks of exhaustion.

The dice rolls are as follows (each number of a roll equals 1 minute of travel time)

1 to 25 miles: 1d12

25 to 50 miles: 1d20

50 miles: 2d20 + 1 stack of exhaustion

100 miles and up: 1d100 per 100 miles + 1 stack of exhaustion per 100 miles

Blades of Darkness

9th-level Shadowsinger feature

Your Shadow Blades are now an expression of your shadowed soul, giving you these powers that use your shadow dice:

Homing Strikes. If you make an attack roll with your Shadow Blades and miss the target, you can roll one shadow die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the die.

Dark Teleportation. As a bonus action, you manifest one of your shadow Blades, expend one shadow die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Shadow Step

9th-level Shadowsinger feature

You step into shadow to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a shadow die to use this feature again.

Shadows Grasp

The shadow come to your aid, and burst forth to restrain your foe! the target must make a dexterity saving throw or be restrained until the start of your next turn, having their movement dropped to zero. If the save is passed their movement is halved until the start of your next turn. This feature can only be used once per day, and resets on a long rest.

Rend Mind

17th-level Shadowsinger feature

You can sweep your Shadow Blades directly through a creature’s mind. When you use your Shadow Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three shadow dice to use it again.