Base Class: Rogue
Rogues who follow the path of the Shadowdancer are masters of stealth, misdirection, and movement. They weave through the shadows with uncanny ease, blending the art of assassination with a dancer's grace. Shadowdancers are not just killers; they are artists of the battlefield, striking fear into the hearts of their enemies with their unpredictable movements and illusionary tricks. These rogues use their command of shadows to confound and overwhelm their foes, making them formidable opponents in any skirmish.
Where an Assassin relies on the swift and silent kill, the Shadowdancer thrives on disorientation and confusion. They can teleport short distances, create deceptive duplicates, and unleash flurries of attacks that leave their enemies reeling. The shadows are their greatest ally, allowing them to move unseen and strike from unexpected angles. As they hone their abilities, Shadowdancers become increasingly elusive, impossible to pin down, and deadly in the dim light where they are most at home.
Shadow step
Your mastery over shadows allows you to move swiftly and undetected. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. After you use this feature, you can choose to make a Dexterity (Stealth) check to hide, even if you have no cover.
Umbral assault
At 3rd level, you gain the ability to channel the power of shadows to perform a devastating attack. As an action, you can teleport up to 30 feet to an unoccupied space you can see within dim light or darkness and make a melee attack against a creature within 5 feet of where you arrive. If the attack hits, it automatically applies your Sneak Attack damage (even if you've already used Sneak Attack this turn), and the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the start of your next turn. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses after a long rest.
Dance of the dervish
At 9th level, Your mastery of movement allows you to strike multiple times with precision. When you Attack as an action on your turn, you can attack twice, instead of once. This does not grant you the ability to apply your Sneak Attack on the same enemy more than once per turn.
Eyes of the Dark
At 13th level, your attunement to the shadows grants you supernatural sight and the ability to move undetected even in total darkness. You gain the following benefits:
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Superior Darkvision: You gain darkvision out to a range of 120 feet. If you already have darkvision, its range increases by 60 feet. Your darkvision allows you to see in magical darkness as well as normal darkness.
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Shadow Meld: As an action, you can merge with the shadows, becoming invisible in areas of dim light or darkness for up to 10 minutes. While merged, you can see normally in darkness (both magical and non-magical) and are immune to being detected by darkvision or truesight. You can move through solid objects such as walls, but you must end your turn in an open space, or you take 1d10 force damage for every 5 feet you are forced to move to reach an open space.
While using this feature, you cannot attack, cast spells, or interact with objects, but you can move up to your speed each turn. You can end this effect early as a bonus action, and once you use this feature, you cannot use it again until you finish a short or long rest.
Dance of Shadows
At level 17, You become a master of moving through darkness. When you use your Shadow Step feature, you can make an additional melee attack as part of that same bonus action. If this attack hits, it automatically scores a critical hit if the target is surprised or if the attack is made from hiding. Additionally, when in dim light or darkness, your movement speed increases by 20 feet, and you are considered invisible to creatures that rely on darkvision to see you.
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