Rogue
Base Class: Rogue

The Shadow Assassin subclass delves deep into the mysteries of shadows and their ancient powers. Warriors who follow this path are adept at summoning shadowy allies to aid them in battle, drawing upon the darkness to enhance their own combat abilities. They are skilled in navigating dimly lit environments and can seamlessly blend into the shadows, making them elusive and deadly opponents. Legends speak of Shadow Warriors who have mastered the art of shadow manipulation, becoming fearsome adversaries feared by both mortal and supernatural foes alike.

Spellcasting

The Shadow Assassin subclass taps into shadow magic, a unique set of spells that harnesses the darkness and mystery of the shadows. These spells grant the Shadow Assassin versatile powers, including obscuring vision, instilling fear, enhancing stealth, and manipulating dark energies for offense and defense. Shadow magic complements the subclass's theme of darkness and shadow manipulation, providing a blend of utility, defense, and offense to the Shadow Assassin's arsenal.

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Shadow Assassin Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Shadow Assassin Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Shadow Assassin Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Shadow Extraction

When a hostile creature is reduced to 0 hit points, you can use a bonus action to attempt to extract its shadow. The difficulty of the extraction is determined by the target creature's Challenge Rating (CR). You have a maximum of 3 attempts to extract a shadow from each creature. The shadows extracted are stored within you, you can then store a number of shadows equal to your Sneak Attack die plus your Proficiency Bonus.

The shadow is an exact shadow of its former self. It has all the same characteristics and gear (if applicable) the creature had on its person in life. You are able to give each humanoid shadow a single weapon and a single piece of gear.

Successful Extraction: To successfully extract a shadow, make an Intelligence (INT) plus proficiency bonus check with a DC determined by the target creature's Challenge Rating (CR) as follows:

  • CR 1-4: DC 10
  • CR 5-9: DC 15
  • CR 10-14: DC 20
  • CR 15-19: DC 25
  • CR 20-24: DC 30
  • CR 25-29: DC 35 (level 19 requirement)
  • CR 30: DC 35 (level 20 requirement)

Shadow Summoning

You gain the ability to summon shadowy manifestations to aid you in combat. As an action, you can summon a shadow soldier to fight alongside you. The shadow soldier lasts until dismissed, and it follows your verbal commands.

The number of shadow soldiers you can have summoned at once is equal to your Sneak Attack die count.

Each soldier can take one action at the cost of one Sneak Attack die per shadow summon.

Each summoned shadow has a base stat block (see below). Each shadow uses a d6 for damage rolls, unless the attack, spell, or ability says to use a d4. You can modify HP and AC to better resemble your shadow.

Shadow Summon Stat Block

Shadow Senses

You can now extend your senses to your shadows. Through your shadows you can see, hear, and communicate with creatures in range of the shadow. As long as the shadow is on the same plane of existence as you, you can use this feature.

Shadow Step

You gain the ability to step from one shadow to another as a bonus action. When you are in dim light or darkness, you can teleport up to 30 feet to an unoccupied space that is also in dim light or darkness. This ability enhances your mobility and strategic positioning in combat.

Enhanced Shadow Servants

Your shadow soldiers gain additional abilities and enhancements, making them more formidable in combat. Choose one of the following options to enhance your shadow soldiers:

Shadow Resilience

Your shadow soldiers gain temporary hit points equal to your proficiency bonus at the start of each of their turns, making them more durable in battle.

Shadow Veil

Your shadow soldiers gain advantage on Stealth checks while in dim light or darkness, making them more effective at ambushing and staying hidden.

Shadows Grace

You can sacrifice one of your shadows for it to heal a creature it can touch for 1d6 points.

Shadow's Embrace

You can tap into the power of the Shadow Monarch, transforming partially into a shadowy form. As an action, you can gain the following benefits for 5 minutes: - Resistance to non-magical bludgeoning, piercing, and slashing damage. - Advantage on Dexterity saving throws. - Once per turn, when you hit a creature with a weapon attack, you can deal extra necrotic damage equal to your fighter level. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once), regaining expended uses after finishing a long rest. This transformation into the Shadow Monarch enhances your combat abilities and survivability.

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