Rogue
Base Class: Rogue

Some rogues slip into darkness — others are consumed by it.

Marked by the touch of the Shadowfell, a Cursed Shade walks the line between mortal and shadow. Their humanity fades with each whisper of power, replaced by cold hunger and eerie grace. Cloaked in living gloom, they vanish where light falters, strike with necrotic precision, and move like a whisper between worlds. But every use of their gift draws them deeper into corruption — a reminder that the shadow never gives without taking something in return.

Level 3: Mark of Shadows.

When you take this archetype, the curse of the Shadowfell takes root in you, twisting both your body and soul.

  • Umbral Blood: Your shadow no longer obeys you completely. It sometimes moves of its own accord, hinting at the corruption within. You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet, and you can see normally through magical darkness.

  • Step Through Gloom: When you are in dim light or darkness, you can use a bonus action to teleport up to 20 feet to an unoccupied space you can see that is also in dim light or darkness.

  • Shadow Hunger: When you roll initiative while in bright light, you must succeed on a DC 10 Wisdom saving throw or gain disadvantage on your first attack roll of that combat. The light pains you...

 

 

Level 9: Shadeform

Shadeform: As a bonus action, you can become partially insubstantial for 1 minute. While in this form:

  • You can move through a space as narrow as 1 inch without squeezing.

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

  • When you take radiant damage, you lose concentration on this effect (as though it were a spell).
    You can use this feature once per long rest.

Whisper of the Void

 

  • Umbral Presence: When you deal Sneak Attack damage, you can choose to deal necrotic damage instead of the normal type.

  • Shadow’s Grasp: Once per short or long rest, you can use your bonus action to force one creature within 30 feet that can see you to make a Wisdom saving throw

    <span style="font-family: Roboto, Helvetica, sans-serif;">(DC = 8 + your proficiency bonus + your Dexterity modifier). <br />On a failure, it becomes frightened of you until the end of your next turn.</span>

 

Embrace Darkness

 

  • One with Darkness: While in dim light or darkness, attack rolls made against you have disadvantage until you move or take an action that forces a saving throw.

  • Devour the Light (1/Long Rest): As an action, you can extinguish all nonmagical light in a 15-foot radius centered on you for 1 minute. The area becomes dim light. Until the effect ends, you can move through creatures’ spaces as though they were difficult terrain.

 

The Cursed Shade Image

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