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. You may use your bonus action to command one of your Shadow Spawns to take a different action listed in the stat block below. If you are incapacitated, the link with the Shadow Spawn/s has been broken and it/they dissipate.
Any Shadow Spawn/s That are more than 60 feet from you at the end of your turn dissipate immediately.
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 roll 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 any time is equal to your proficiency modifier. (Stat Block Below)
Shadow Spawn
- HP is set to 2.
- AC = 13 + 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 with advantage.
- Shadow of the User. This creature has the same proficiency bonus as its user, and it uses all its creator saving throw bonuses and modifiers instead of their own. Additionally, It gains any damage resistances and immunities its user has.
- ==========================Actions==========================
You can use your Bonus action to allow the Shadow to do the following 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 your Shadow Dancer DC. 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.
- Change Form. The Shadow Spawn changes its form but stays the same size as it originally was.
- Hide. The Shadow Spawn takes the Hide action
Shadow Spawn/s cannot equip, attune, or carry items of any sort. They Speak no language but can understand the emotions and will of the User. However, they cannot communicate with each other in ways other then simple emotions and tasks.
Shadow Dancer DC. 8 + your Proficiency Bonus + your Wisdom Modifier
This is used for all times when you need to use a DC unless stated otherwise.
Sight of the Shadow-Fell
At 3rd level, your affiliation with the Shadow-Fell allows you to see straight through low light and darkness. 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 how to weave darkness around you, Magical darkness spreads from your position and fills a 15-foot-radius sphere for the next 10 minutes. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. When the darkness is active you act as if you are concentrating on a spell.
For purposes of countering this darkness using light spells, the level of this darkness increases at the following levels, counting as a 2nd level spell at 3rd level and increasing at 6th level(3rd level), 9th level(4th level), 12 level(5th level) 15th level(6th level).
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 within 60 feet, into your weapon. Until the end of your next turn, your target is marked by the shadows and you deal an extra 2d8 [necrotic] damage against them, The damage dealt against the marked target increases by 1d8 when you reach 11th 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, they 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 and manifest a Shadow Spawn in your original position. The Shadow Spawn may then immediately take 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 you regain all expended uses on a long rest.
In addition, Shadow Spawn receive the "Evasion" rogue feature for all saving throws.
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 abilities below as your knowledge has transcended that of traditional practitioners and become one of the few masters of the art.
Dancing Shadows
Your mastery of the shadow dance has given you access to the inner darkness inside a creature when you hit it. 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 sacrifice a Shadow Spawn to create a 10ft sphere of magical darkness around your location. Darkness created this way lasts for one minute or until you sheath your blade. The level of this darkness counts as the same level as the one created by the ability in Sight of the Shadow-fell.
Binding of Shadows
Your Shadow Spawn have adapted and through it, have learned how to affect your enemies in more ways than one negatively. When you land a hit against a creature, you can sacrifice one Shadow Spawn to attempt to do one of the following against them. You gain the ability to use the following Bindings. Creatures that are frightened have disadvantage on saving throws for this feature.
Binding of Restraining.
The target must succeed on a Dexterity saving throw against your Shadow Dancer DC or be restrained by shadowy tendrils until the end of your next turn.
Binding of Blinding.
The target must succeed on a Constitution saving throw against your Shadow Dancer DC or be blinded by fleeting darkness until the end of your next turn.
Binding of Silence.
The target must succeed on a Wisdom saving throw against your Shadow Dancer DC or be silenced as the shadows stop speaking until the end of your next turn. A silenced creature cannot speak or cast spells with a verbal component.
Binding of Sapping:
The target must succeed on a Constitution saving throw against your Shadow Dancer DC or be sapped by the shadows until the end of your next turn. While sapped, the target loses both immunity and resistance to the necrotic damage, treating Immunity as resistance and resistance as neutral.
Concerted Strike
When you have 4 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 4 or more Shadow Spawn active, you can choose to brandish your weapon and target a number of creatures within your weapon's reach of one or more of your Shadow Spawn equal to your current active Shadow Spawn. Make a melee weapon attack against each of those creatures as if you were in the position of each of your Shadow Spawn. Each attack deals 6d10 necrotic damage and the target becomes Shadowless, until the start of your next turn, they have disadvantage on saving throws. You can not target the same target twice. After you make the attack from the position of one of your Shadow Spawn, that Shadow Spawn is destroyed.
After you have finished all of your attacks, you may teleport to an unoccupied space within 5ft of one of the creatures you attacked.
Previous Versions
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6/15/2024 12:07:24 PM
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8/31/2024 3:54:27 AM
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9/1/2024 3:54:46 AM
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9/1/2024 8:09:27 AM
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