Rogue
Base Class: Rogue

Never show an adversary what they expect to see. The Shadow Hand Ninja emphasize deception, misdirection, and surprise. The most effective blow is one struck against an enemy who does not even know they are in danger. Because the study of deceit as a philosophy often leads to darker practices, some Shadow Hand maneuvers employ the supernatural cold and darkness of the pure shadow.

Clinging Shadow Strike

This technique is granted at 3rd level.

When you initiate this technique as a bonus action, the next melee weapon attack you hit with before the end of your turn deals an extra 1d8 necrotic damage, and if the target is a creature it must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, the creature’s senses are obscured by shadows, causing it to roll 1d4 and subtract the number rolled from its attack rolls and saving throws until the end of its next turn.

This technique is magical. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a short or long rest.

Cloak of Deception

This technique is granted at 3rd level.

When you initiate this technique as a bonus action, you become invisible until the end of your turn. Anything you are wearing or carrying is invisible as long as it is on your person.
This technique is magical. It may be used a number of times equal to your proficiency bonus, and uses are restored on a long rest.

Drain Vitality

This technique is granted at 3rd level.

When you initiate this technique as a bonus action, the next melee weapon attack you hit a creature with before the end of your turn deals an extra 2d6 necrotic damage, and the creature must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, the creature can not regain hit points until the start of your next turn.
This technique is magical. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a long rest.

Shadow Jaunt

This technique is granted at 9th level.

When you initiate this technique as a bonus action, you disappear in a cloud of darkness and teleport up to 60 feet away to an unoccupied space you can see, appearing in a puff of shadowy smoke.
This technique is magical. It may be used twice per short or long rest.

Shadow Garrote

This technique is granted at 9th level.

When you initiate this technique as an action, you carve a strand of shadow from the air around you and cast it towards a creature within 60 feet. The strand wraps around the creature and chokes it. The creature must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, the creature takes 6d8 bludgeoning damage, and attacks against the creature have advantage until the start of its next turn. On a success, the creature takes half damage, and attacks do not have advantage against it. This technique has no effect on creatures that do not need to breathe.
This technique is magical. It may be used once per short or long rest.

Shadow Veil

This technique is granted at 9th level.

When you initiate this technique as a bonus action, the next melee weapon attack you hit a creature with deals an extra 5d6 necrotic damage, and the creature must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, the creature is blinded by an inky veil over their eyes until the end of your next turn.
This technique is magical. It may be used once per short or long rest.

Shadow Stride

This technique is granted at 13th level.

When you initiate this technique as a bonus action, you teleport yourself from your current location to any other spot within 120 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “100 feet straight downward” or “upward to the northwest at a 45-degree angle, 90 feet.”

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you initiate this technique. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the technique fails to teleport you.
This technique is magical. It may be used a number of times equal to half your proficiency bonus rounded up, and uses are restored on a long rest.

Hand of Death

This technique is granted at 13th level.

When you initiate this technique as an action, you tap a creature and channel your shadow magic to disrupt your opponent’s ability to control their muscles. The creature must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, the creature becomes paralyzed for one minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the technique ends on that target.

This technique is magical. This technique does not affect elementals, oozes, or constructs. This technique may be used once per short or long rest.

One With Shadow

This technique is granted at 17th level.

When you initiate this technique as a bonus action, your body changes into an incorporeal form made of shadowstuff until the end of your turn. Objects you are wearing or carrying also become incorporeal and you can continue to wear and carry them. While incorporeal you can move through other creatures and objects as if they were difficult terrain. You can still interact with creatures and objects as normal. If you occupy the same spot as a solid object or creature when your turn ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This technique is magical. It may be used once per short or long rest.

Five-Shadow Creeping Ice Enervation Strike

This technique is granted at 17th level.

When you initiate this technique as an action, you make a single melee weapon attack. On a hit, and if the target is a creature, it must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a success, the creature takes an extra 7d6 cold damage and suffers no additional effects. On a failure, a cold shadow creeps through its body, freezing its insides. The creature takes an extra 14d6 cold damage, and for the next minute, the creature’s speed is 0, and it has disadvantage on attack rolls, saving throws, and ability checks using Dexterity. This technique does not affect creatures immune to cold damage.
This technique is magical. It may be used twice per long rest.

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