Rogue
Base Class: Rogue

Many rogues are natural tricksters, using their talents for gain and mischief. Some of these, through special training, an innate connection to the Feywild, or secret dealings with a hag or an archfey, enhance their abilities through use of strange and whimsical fey magic. These rogues are known as Fey Shadows, experts in manipulating others through enchanted words, twisting distance and shadows around themselves, and even snatching the shadows of others to bolster themselves and attack their victims.

Some Fey Shadows use their gifts in the employ of one of the fey courts, but even those rogues prize their freedom highly. The fey spirit of individuality is strong in them, and most who have encountered Fey Shadows treat them with caution as they can be dangerous enemies, as well as powerful friends.

Fey Knack

3rd-level Fey Shadow feature

When you choose this subclass at 3rd level, you learn either the druidcraft or thaumaturgy cantrip, as you begin to tap into fey magic of nature and mischief. Charisma is your spellcasting ability for this spell. In addition, you can choose to cast the cantrip you selected as a bonus action, rather than an action.

Bewitching Wiles

3rd-level Fey Shadow feature

You can suffuse your voice with magic to ensnare another creature's senses and affect their perception of you and the world around them. As an action, you can choose a creature within 30 feet of you that can hear you and make a Charisma (Deception) check against them, contested by the target's Wisdom (Insight) check. If you succeed, you cause the creature to be charmed or frightened by you (your choice). The chosen effect lasts for 10 minutes, until you attempt to use this feature on another creature, or until you end early it as a bonus action.

When you charm a creature using this feature, it trusts you implicitly, and becomes inclined to assume the best of your motives. The charmed condition ends early if the creature takes damage or if it is attacked by you or your allies.

When you frighten a creature using this feature, it loses the ability to speak or otherwise vocally produce sound for the duration of the condition.

Once a creature has been affected by one of these conditions, it is immune to your Bewitching Wiles feature for 24 hours.

Escape Through Hidden Paths

9th-level Fey Shadow feature

Starting at 9th level, you can momentarily use paths through the Feywild to help you avoid your adversaries. When an enemy ends it's turn within 5 feet of you, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see. You have a number of uses of this feature equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Veil of Shadow

13th-level Fey Shadow feature

As an action while in dim light or darkness, you can weave shadows around you to hide your form. When you do this, you magically become invisible, along with any equipment you are wearing or carrying, for a number of minutes equal to your Charisma modifier, or until you lose concentration, as though concentrating on a spell. You can use this feature once, and you regain all expended uses when you finish a long rest.

Shadow Thief

17th-level Fey Shadow feature

At 17th level, you can use fey arts to steal a creature's shadow to bolster your abilities and even turn it against them. As a bonus action, you can choose a creature within 5 feet of you and force them to make a Charisma saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). If the save fails, you steal their shadow, which appears near your shadow and follows you as if it were your own until you finish a long rest, until the targeted creature dies, or until you die. For every stolen shadow you have, you gain a +1 bonus to Charisma (Deception) and Dexterity (Stealth) checks, and the creature you stole it from is cursed.

While a creature is cursed in this way, you can add your Charisma bonus to damage rolls on attacks against it. You can choose to end the curse, as well as the other effects of this feature, early as an action to magically grant the shadow autonomy and turn it against it's owner. The shadow appears in an unoccupied space within 10 feet of the target and is hostile to it. It uses the shadow stat block in the Monster Manual, but it's creature type is Fey instead of Undead. The shadow uses it's own initiative, and on it's turn, it can move only toward it's target by the most direct route, and it can use it's action only to attack it's target. The shadow can make opportunity attacks, but only against it's target. The shadow automatically knows the location of it's owner, and it's owner cannot be hidden from the shadow. Once granted autonomy in this way, the shadow lasts until it is reduced to 0 hit points, until it's target is reduced to 0 hit points, or after 1 minute.

If the creature you stole the shadow from is subjected to any spell that ends a curse, the effect ends early. When the effect ends by any means, the shadow disappears, and the creature regains it's normal shadow immediately.

You have a number of uses of this feature equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

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