Base Class: Rogue
The origin of the Shadows is shrouded in mystery. Some
say that it was first created by a group of nobles who
stole a tome of forbidden magic from an errant cursedblood
scholar, while others believe that the tome was
granted to them by an entity that resides deep in the
cosmos, in exchange for an unspoken vow.
Regardless of their organization’s origins, today
shadows are a closely guarded secret of the Silverblood
Royalty, a tool meant for discreet political assassinations
and silent espionage. Mere legends to the common folk,
these rogues blend into the darkness, vanishing from
sight, only to reappear unseen calling forth their dreadful
rifles to dispatch their foes with deadly precision.
Umbral Weapon
At 3rd level, you gain proficiency with firearms, and
learn to make an umbral weapon by wreathing a rifle in
shadows with a grim ritual. You perform the ritual over
the course of 1 hour, which can be done during a short
rest. The rifle must be within your reach throughout
the ritual, at the conclusion of which you touch the
weapon and bond with it.
Once you have bonded a rifle to yourself, you can't be
disarmed of it unless you are incapacitated. If it is on
the same plane of existence, you can summon the rifle
(no action required) on your turn, causing it to teleport
instantly to your hand. Your umbral weapon keeps its
original properties with the following alterations when
you use it: it doesn't have the barrel property, it
doesn’t require ammunition, and it doesn’t make
sound when fired.
You can only have one bonded weapon. If you attempt
to bond with a second weapon, your bond with the first
one ends.
Shadow Movement
Starting at 3rd level, you can become one with the
shadows.When you are in darkness, you can use your
bonus action to take the Hide action with advantage on
the Dexterity (Stealth) roll and turn into a shadowy,
amorphous version of yourself.While in this form, you
have advantage on Dexterity (Stealth) checks, can move
through a space as narrow as 1 inch wide without
squeezing, have a climbing speed equal to your walking
speed, and are incapacitated. This transformation ends
after 1 minute, if you enter dim or bright light, or if you
take damage.
Alternatively, you choose to end the transformation
early (no action required) on your turn. If you do so and
are in darkness, you can make one weapon attack with
your umbral weapon, weaving shadows into a bullet; if
you miss, your location isn’t revealed. The damage die of
this attack is 1d4, instead of the weapon’s regular
damage die.
Tenebrous Body
By 9th level, your eyes are adapted to tenebrosity. You
can see normally in darkness and dim light, both
magical and nonmagical, to a distance of 120 feet.
In addition, you can maintain the transformation of
your Shadow Movement for up to 1 hour.
Grim Curse
Starting at 13th level, you can animate the shadows of
your foes, turning them against each other. When you
hit a creature with your umbral weapon and deal Sneak
Attack damage to it, you can sacrifice some of your
Sneak Attack damage dice, and instead of inflicting
damage, force the target to make a saving throw (DC 8
+ your Dexterity modifier + your proficiency bonus). On
a failure, it suffers a condition until the start of your
next turn. If you and the target are in darkness, the
target suffers a 1d6 penalty to its save. The type of
saving throw and resulting condition are based on the
number of Sneak Attack damage dice you sacrifice.
Sneak Attack Dice Sacrificed
Sneak Attack Dice Sacrificed Condition Save
1 Prone Dexterity
2 Restrained Strength
3 Blinded Constitution
Veil of Shadows
Beginning at 17th level, the shadows beckon you. When
you use your Uncanny Dodge feature, you can choose to
teleport to an unoccupied space you can see within 30
feet of you in darkness and make one attack with your
umbral weapon against the attacker. If there are no such
spaces available, you can’t teleport, but you can make
the attack if you are already in darkness.