Rogue
Base Class: Rogue

Certain rogues choose to exist almost entirely unseen for the majority of their lives. Their connection to darkness and the very shadows themselves has become the only thing that makes them feel at home. The Shadowdancer has fully embraced this connection, both trusting in the shadows within which they dwell, and letting the very essence of it suffuse their being.

Level 3: Shadow Play

Now You See Me
A Shadowdancer can see in the dark better than almost any other creature. You can see normally in Dim Light and Darkness - both magical and non-magical - with a range of 60 feet. If you already have the Darkvision feature, add that feature's range to the range of this ability.

Now You Don't!
A Shadowdancer is capable of vanishing into even the most unexpected blind spots. You may take the Hide action as long as you are in contact with the shadow of a creature or object of your size category or larger.

Level 9: Living Shadow

Shadow Jump
The Shadowdancer has learned over time that a shadow is not simply the absence of light, but something so much deeper. Shadows have become an open door to possibilities yet unseen. As part of your movement you may travel from one shadow to another as if by means of a Dimension Door spell (you are incapable of bringing another creature with you). The starting and ending point of this movement must be in a space with Dim Light, Darkness, or any shadow that qualifies for your 'Now You Don't!' feature. You have a pool of potential distance traveled equal to ten feet times your rogue level. Each use of this ability expends a minimum of 10 feet of distance, even if the distance moved is shorter. The expended distance is refreshed at the end of a Long Rest.

Never Alone
The Shadowdancer's own shadow is no longer just a silhouette cast by nearby light. It has become so much more. A constant companion and source of inspiration for the evolution of their talents. You may now cast the Summon Shadowspawn spell as a ritual, except that it no longer requires concentration and it's duration is indefinite. It is cast at a level equal to your Proficiency Bonus plus three, and your Spellcasting Ability Score for the spell is Dexterity. Casting the spell in this way changes its material component cost to an amount of Obsidian equal to 100 gp times the spell's effective level plus one, which is consumed upon completion of the ritual. You may only have one Shadow Spirit summoned via this ritual at a time.

The Shadow Spirit summoned by this spell may merge with your shadow as an Action, and emerge from it as a Bonus Action. Merging or emerging from your shadow while in combat expends 20 feet of your Shadow Jump feature. While merged with your shadow in this way the Spirit considered to be in it's own little pocket of the Shadow Plane until it emerges.

Level 13: Warrior of Darkness

Dangers Unseen
A Shadowdancer in need is a resourceful one, learning to hone and adapt their control over the animation of shadows to the point of actual weaponization. You are now capable of wielding the trauma of those lost in the dark. As a Magic Action you may reach into any shadow to produce a weapon made of pure darkness and gloom. This functions as per the Shadow Blade spell, but the weapon may take the form of any mundane melee weapon (including it's weapon and mastery features, replacing those listed in the spell, but it retains the Finesse feature no matter the form). You may also exit from the ending point of a Shadow Jump holding this weapon, but doing so expends an additional 10 feet of your distance pool. To determine the weapon's damage the weapon's effective spell level is equal to your Proficiency Bonus plus three.

Shadowy Cunning
Schemes and tactics deployed in the cover of darkness are often the most effective, and difficult to counter. If you use any of the options from your Cunning Strike or Devious Strikes features on a creature within the threatened reach of your Shadow Spirit, Saving Throws made against those effects are made at disadvantage.

Level 17: Darkness Incarnate

Dark Demise
Suddenly appearing from a nearby shadow is certainly not a commonly expected thing to see, even for many of the most powerful of foes. When they don't see you coming, it's difficult to hide the weaknesses in their defenses. After using Shadow Jump to emerge from a hostile creature's shadow, the next successful sneak attack you make against that creature in the same turn is automatically a critical hit. You may use this a number of times equal to half your Proficiency Bonus. These uses refresh at the end of a Long Rest.

All-Consuming Darkness
The deepest shadow truly consumes anything and everything around it. Once per day when you use your Shadow Jump feature, you may manifest the effects of a Dark Star spell at beginning point of your jump. This effect occurs whether or not you arrive at your destination as intended. You may regain the use of this ability by using an action to sacrifice your Shadow Spirit, consuming it completely in the process. Otherwise, it refreshes at the end of a Long Rest.

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