Rogue
Base Class: Rogue

Operating in the border between light and darkness, Shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All Shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.

Shadowdancer abilities 

A Shadowdancer's spell abilities are at will such as hide in plain sight, summon shadow, shadow jump and shadow strike, and abilities such as umbral sight and defensive roll are not magical abilities.   

Shadowdancer's Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range is increased another 60 feet.

Hide in Plain Sight

At 3rd level a Shadowdancer can use their Dexterity (Stealth) skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot however, hide in their own shadows. 

Summon Shadow

At 3rd level a Shadowdancer can summon a shadow, an undead shade. (See the Monster Manual for the shadow's statistics.) Unlike a normal shadow, this shadow's alignment matches that of the Shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the Shadowdancer and can communicate intelligibly with the Shadowdancer. Every 3rd level gained by the Shadowdancer allows them to add 2d8 to the shadow's hit points (and their proficiency bonus on attacks is increases equal to the Shadowdancer's proficiency bonus). A Shadowdancer can also summon an additional shadow for each archetype feature, one additional shadow companion at 9th level and another one at 17th level. 

If a shadow companion is destroyed, or the Shadowdancer chooses to dismiss it, the Shadowdancer must make a constitution saving throw (DC 15) for each shadow summoned. If the saving throw fails the Shadowdancer receives disadvange on attacks rolls, skill checks and saving throws until after a long rest, if the shadow is destroyed then the Shadowdancer takes 2d8 necrotic damage. If more then one shadow is destroyed, then that is 2d8 necrotic damage for each shadow destroyed.

Shadow Jump

At 9th level, the Shadowdancer gains the ability to travel between shadows as if by means of a dimension door. The limitation is that the magical transport must begin and end in an area with at least some shadow. The Shadowdancer can jump up to a total of 40 feet between each long rest in this way, although this may be a single jump of 40 feet or two jumps of 20 feet each. The distance a Shadowdancer can jump between each long rest doubles (80 feet at 13th level; and 160 feet at 17th level). This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment.

Defensive Roll

Starting at 13th level, the Shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per long rest, when a Shadowdancer would be reduced to 0 hit points (from a weapon or other blow, not a spell, special ability or poison damage), the Shadowdancer can attempt to roll with the damage. They make a dexterity saving throw (DC 10 + damage dealt) and if successful, takes only half damage from the blow. They must be aware of the attack and able to react to it in order to execute their defensive roll. If the Shadowdancer is in a situation that would deny them a Dexterity bonus to their armor class, they can't attempt the defensive roll.

Shadow Strike

At 17th level when you attack and hit a creature that is surprised, it must make a constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature takes 6d10 of necrotic damage.

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