Base Class: Rogue
Darting through alleyways, a wounded rogue escapes another successful theft, blood dripping from an arrow wound that narrowly missed their organs, the blood trail that would reveal them, hidden by the veil of night. For this rogue, and for many night stalkers, they embrace the shadows and undeath, spending so long hiding in shadows, and dancing on the edge of death that they learn to control it.
Level 3: Shadow Puppets
Shadow Puppets. At 3rd level you've gained the ability to manipulate shadows. As a bonus action, you target a creature within 60f who is lightly or heavily obscured, or if one of your allies is in 5f you needn't follow this restriction. You choose to haunt the creature with shadow puppets choosing an option below. You use your intelligence as your spell casting ability, your DC is 8 + your proficiency bonus + intelligence.
Beckoning shadows.
You beckon the creature toward a point within 30f of them, causing them to make a wisdom save, using all their movement on their turn to move to the point on their turn. They might move across slightly dangerous terrain within reason, provided it won't instantly kill them such as trying to cross a chasm or a river of lava.
Haunting figures.
The creature is haunted by scary figures they perceive moving about in their peripheral vision, they must succeed an intelligence save or become frightened and are unable to move until the end of their next turn.
Comforting darkness.
The target must succeed a charisma save or become charmed by all creatures within 10f, as well as you even if you are not in that range until the end of their next turn, as they perceive you all allies hiding from a greater threat lingering in shadow.
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses on a short rest.
Level 3: Bend Light
As an action you can twist the light in a 10f area, creating a sphere of magical darkness. A creature with dark vision can’t see through this darkness, and nonmagical light can’t illuminate it. The darkness disperses at the start of your next turn. You can use this feature a number of times equal to your intelligence modifier.
Level 9: A friend From The Gloom
You may target a corpse with your shadow puppets, raising a spectre from the corpse, that matches the size of the corpse. The spectre follows your commands which you can issue mentally as a bonus action or as part of a use of shadow puppets or sneak attack. The spectre lasts for 1 hour but it will take 20 radiant damage whenever it ends its turn within sunlight. You can only have one spectre from this feature at once.
Improved Shadow Puppets
At 9th level your mastery over shadow and psyche improves, when a creature fails a saving throw against your shadow puppets, you may roll your sneak attack die, and they take psychic damage equal to the result. This uses your sneak attack for the turn.
Level 13: Calm In Dusk
At 15th level while you are heavily obscured, you are immune to being charmed or frightened, if you were charmed or frightened these effects are supressed until the duration ends, or until you are no longer heavily obscured. In addition, while heavily obscured, you have resistance to psychic damage.
Level 17: You Can't Kill Darkness
At 17th level, you have become one with darkness, as long as their is darkness in this world, you can never truly die. If you die, your body is remade within 1d4 days at the nearest patch of a heavily obscured area that you could reasonable fit in with 1 health. However, your soul is slightly less whole, and all your ability scores are reduced by 1, which can only be restored by a use of some resurrection effect. You can't be revived in this way if one of your ability scores would end up being 0.
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