Rogue
Base Class: Rogue

Some rogues are content to steal mere treasures, but umbral walkers seek to possess the energies that shape the world. Through secret rites and rituals, these rogues have learned to bind the powers of shadow into themselves and to use its power to fuel their abilities.

Level 3: Eyes in the Dark

You’re adept at maneuvering and finding your way through the dark, your experience with the raw magic of shadow affects your senses. You gain Darkvision out to a range of 120 feet.

Level 3: Cloaked Strikes

Shadows hide your every strike. You gain an additional way to use your Sneak Attack. You don’t need Advantage on the attack roll to use your Sneak Attack against a creature if you are within 30 feet, are in dim light or darkness, and you don’t have Disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Shadow Ritual

You can perform a special ritual to siphon the power of shadow and bind it to yourself. You can conduct this ritual during a short or long rest. Performing the ritual requires time spent meditating in nonmagical darkness for at least 1 hour. At the end of the ritual, you choose one of the following effects, which lasts for 24 hours or until you perform the ritual again:

Bone Chilling Strikes. When you hit with a Melee or Ranged weapon attack, you can cause the attack to deal additional cold damage equal to your proficiency bonus. In order to deal this damage, the weapon must have the Finesse or Ranged property.

Cover of Night. When you are in Dim Light or Darkness, if you move at least half your speed, you benefit from a perpetual Half Cover until the start of your next turn: Half Cover: +2 bonus to AC and Dexterity saving throws.

Midnight Senses. You can see in magical darkness out to 120 feet. You also gain Blindsight out to 30 feet.

Bone Chilling Strikes

When you hit with a Melee or Ranged weapon attack, you can cause the attack to deal additional cold damage equal to your proficiency bonus. In order to deal this damage, the weapon must have the Finesse or Ranged property.

 

Cover of Night

When you are in Dim Light or Darkness, if you move at least half your speed, you benefit from a perpetual Half Cover until the start of your next turn: Half Cover: +2 bonus to AC and Dexterity saving throws.

 

Midnight Senses

 

You can see in magical darkness out to 120 feet. You also gain Blindsight out to 30 feet.

Level 9: Slip Through Shadow

While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the current turn.

Level 13: Black Magic

You can draw more power from the shadows bound to you. As a bonus action, you can cast darkness without providing material components. You can use this feature a number of times equal to your proficiency bonus, this feature recharges on a long rest.

Additionally, when you are in an area of Dim Light or Darkness, you can use your action to become Invisible. You remain Invisible until you make an attack, cast a spell, or are in an area of Bright Light.

Level 17: Shadow Grasp

You can wrap your foes in debilitating shadow. When you deal Sneak Attack damage to a creature, you can force them to make a Dexterity saving throw. If the save fails, the target is restrained for 1 minute. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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