Base Class: Rogue
Rogues who learn the abilities of the Shadow Dancers are some of the most obscure rogues that you will ever come across. Those who take up this archetype gain the ability to control their shadow further allowing them to be great spies and infiltrators, the members of the shadow dancers are known to employ tactics of deceit and strike fear into the opponent's minds. Though they are hard to spot, their shadow at times moves independently of the rogue, and will at times change its shape, face the wrong direction, or even disappear entirely.
Body of Shadow
When you choose this archetype at 3rd level, you gain the ability to manifest your shadow into a Shadow Spawn, gaining the ability to employ it in exploration and combat alike. As a Bonus action, you can materialize your shadow and gain control over it, the Shadow Spawn appears in a location within 30 feet of you if it's in dim light or darkness, or if not it appears right behind you.
The Shadow Spawn appear as a pitch-black silhouette of yourself. In combat, the Shadow Spawn uses your initiative count, it also takes its turn at the same time as you. It can move and use its reaction, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. If you are incapacitated, the link with the Shadow Spawn/s has been broken and it/they dissipate.
Shadow Swap. You are able to swap places with 1 of your Shadow Spawn at the expense of 15 feet of your movement and grant advantage for the next attack after swapping with the Shadow Spawn. This feature can be used a number of times equal to your proficiency bonus and all uses of this feature refresh on a long rest.
In addition, when rolling initiative, add an amount of Shadow Spawn equal to half your proficiency bonus (rounded down).
The total amount of Shadow Spawn you can have at a time is equal to your proficiency modifier. (Stat Block Below)
Shadow Spawn
- HP is set to 1.
- AC = 14 + proficiency bonus + your Wisdom modifier.
- Speed: 30ft
- Modifiers: STR: -2 (6), DEX: +2 (14), CON: +1 (13), INT -2 (6), WIS: 0 (10), CHA: -1 (8).
- Skills: Stealth +(2xprof), Perc +(2xprof)
- Damage Immunities: Necrotic, Poison
- Condition Immunities: Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses: Darkvision 120ft., Passive Perception 10
- Proficiency Bonus: (Equals your own).
- ==========================Special Traits===============================
- Incorporeal Movement. The Shadow Spawn can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Sunlight Weakness. While in sunlight, the Shadow Spawn has disadvantage on attack rolls, ability checks, and saving throws.
- Shadow Stealth. While in dim light or darkness, the Shadow Spawn can take the Hide action as a bonus action with advantage.
- Change Form. The Shadow Spawn changes its form but stays the same size as it originally was.
- Shadow Spawn's Saving Throw. If the Shadow Spawn is required to make a saving throw, then it uses your bonus instead.
- ==========================Actions==========================
- Shape of Nightmares. The Shadow Spawn changes its form to mimic the Silhouette of your target's worst fears and forces them to make a Wisdom saving throw. On a failure, the Target creature is frightened of the Shadow Spawn and yourself till the start of your next turn. The DC for this saving throw is equal to 8 + Proficiency + your Wisdom modifier. A Target that cannot see the Shadow Spawn automatically succeeds in the saving throw. The next attack on the target has advantage due to the opening being created from the visage of horrors.
Sight of the Shadow-Fell
At 3rd level, your affiliation with the shadows allows you to see straight through them. You gain 120 feet of darkvision to both magical and non-magical darkness, if you already possess darkvision your darkvision increases to a range of 240 feet. Your connection with the Shadow-Fell affects your darkvision; everything that previously would have been shades of grey now looks shades of Indigo.
You also learn how to cast the darkness spell once per long rest.
Consume Shadow
At 9th level, you learn how to sap the energy from an enemy's shadow.
On your turn, as a bonus action, you are able to consume the energy of a target's shadow into your weapon. Until the end of your next turn, your weapon is infused with shadows and deals an extra 2d8 [necrotic] damage, The damage increases by 1d8 when you reach 13th level (3d8), and 17th level (4d8).
Additionally, a creature that has had their shadow consumed becomes Shadowless, until the start of your next turn, they have disadvantage on saving throws. Once a creature is targeted like this, it cannot be targeted by this feature again for the next 24 hours. This Feature can be done a number of times equal to your proficiency bonus and all uses of this feature refresh on a long rest.
Unearthly Dodge
At 9th level, While in Dim light or Darkness and immediately after using your "Uncanny Dodge" feature, you are able to teleport up to 15 feet away from your attacker and manifest a Shadow Spawn in your original position, the Shadow Spawn may then immediately attempt to frighten the creature taking the Shape of Nightmares action targeting up to 3 targets within 10 feet of the Shadow Spawn. This feature can be used a number of times equal to double your proficiency bonus and all uses of this feature refresh on a long rest.
In addition, Shadow Spawn receive the "Evasion" rogue feature.
Shadow Shroud
At 13th level, you are able to invoke this ancient art of the Shadow Dancer, in doing so you infuse your body with your Shadow Spawn, granting you the abilities of a creature of shadow.
As a Bonus Action, you are able to sacrifice 3 Shadow Spawn to enter the Shadow Shroud form for 1 minute, it ends early if you are incapacitated. You can also dismiss the Shadow Shroud at any time you choose (no action required). While your Shadow Shroud form is active, you gain the following benefits:
- While in complete darkness, you gain advantage on all attacks from weapons with the "finesse" property.
- Your walking speed is increased by 10 feet and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
- Whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Mastery of the Shadow Dance
At 17th level, you have mastered the art of the Shadow Dance, this mastery provides the below abilities.
Shadow Adage
Your mastery of the shadow dance has given you access to use Shadow Adage ability, this ability allows you to use the Shadow Spawn on the battlefield to fuel an attack of your choice. When you hit a creature with a melee weapon attack, you can choose to consume a number of Shadow Spawn that are within a 30ft radius of you and add 4d6 [necrotic] damage for each Shadow Spawn consumed to fuel the attack.
Concerted Strike
When you have 5 or more Shadow Spawn on the battlefield you gain the Concerted Strike ability, allowing you to fully utilize your abilities granted by the tradition of Shadow Dancing and are able to attack in the blink of an eye. When you take the attack action with 5 or more Shadow Spawn on the Field you can choose to sacrifice your Shadow Spawn to activate this ability. Choose up to 5 creatures within range of 5ft of an active Shadow Spawn, Make a melee weapon attack against each target, each attack deals 8d10 [necrotic] as you take the position of each of the Shadow Spawn before flashing to the next, attacking each target this way.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
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