Rogue
Base Class: Rogue

As a shadow walker, you have mastered the arts of stealth and surprise. You use the shadows to your advantage not only get a jump on the enemy, but to also make sure you're able to survive in tight situations. Shadow walkers always make sure that they have the upper hand in a fight and are rarely ever on the losing end.

These rogues not only can see in darkness, but they can use the darkness to their advantage to deal more damage in a hit. If they are in a brightly lit area, they can use magic to bring the darkness to them anyway. 

Spellcasting

For casting spells

Shadow Magic

At 3rd level, you learn to harness magic from the shadows. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

Spell Slots. You have a number of spell slots equal to your proficiency bonus. You can expend these spell slots only to cast spells given to you through this feature. Spells cast this way are always cast at their lowest level and don't require any components. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level or Higher. When you gain this feature, you know how to cast the fog cloud spell and the misty step spell. As you gain levels in this class, you learn how to cast additional spells using this feature as shown in the Shadow Magic table.

Spellcasting Ability. Intelligence is your spellcasting ability for these spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Bonus = your proficiency bonus + your Intelligence modifier

Shadow Magic

Master of Shadows

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Additionally, you gain proficiency with the Stealth skill and your proficiency bonus is doubled for any ability check you make using that skill. If you already have expertise with the Stealth skill, you can choose to gain expertise with another skill with which you are proficient.

Shadow Sight

At 9th level, you are able to see through darkness created by magical spells and effects, such as the darkness spell, if the source of the darkness is within range of your darkvision.

Shadowy Self

At 13th level, you can, as an action, manifest a part of yourself into a shadowy figure that is the same size as you, which appears in an unoccupied space as close to you as possible. The figure has an AC of 20, hit points equal to your rogue level + your Intelligence modifier + your proficiency bonus, a walking speed equal to your walking speed, is immune to all conditions, and is immune to poison, psychic, acid, and bludgeoning, piercing, and slashing damage from non-magical attacks.

The figure moves directly after you summon it and it also can move on your turn. The figure disappears if it ever gets further than 30 feet away from you. When you take the Attack action on your turn, you can make the attack come from your figure rather than from yourself. Also, once on your turn, you can swap places with your figure.

The figure lasts for 1 minute and then disappears. The figure disappears early if it is brought to 0 hit points or if you fall unconscious or die.

Once you use this feature, you must finish a long rest before you can use it again.

Cloak of Shadows

At 17th level, you can use your Uncanny Dodge feature to make the damage of the attack deal 0 damage rather than halving it.

Once you use this feature, you must finish a long rest before you can use it again.

Previous Versions

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