Base Class: Rogue
Masters of Shadows are Rogues who were raised in the Shadowfell, where its unnatural darkness became part of their very being.
When they enter the Material Plane, a fragment of their spiritual essence remains bound to the Shadowfell.
Through this connection, they can reach into the realm of shadow and draw its power into themselves.
Level 3: Shadow Form
You can draw your physical form into the Shadowfell, merging your body with the shadow that binds your spirit to that realm. As a Bonus Action, you can expend 1 Shadow Point to enter Shadow Form. When you do so, a Living Shadow appears in an unoccupied space you can see within 30 feet of yourself. While in Shadow Form, you can use your Shadow Abilities, and your Shadow Form lasts for 1 minute. It ends early if have the Incapacitated condition.
Once you use this feature, you can't use it again for 10 minutes.
Shadow Points. Your connection to the Shadowfell allows you to draw fragments of its darkness into your body. These fragments, called Shadow Points, flow through you as a source of supernatural power. You have 10 Shadow Points, increasing to 15 at 9th level, 20 at 13th level, and 25 at 17th level. You regain all expended Shadow Points when you finish a Long Rest.
Shadow Save DC. Some of your Shadow Abilities require a creature to make a saving throw. The saving throw DC is calculated as follows:
Shadow Save DC = 8 + your Dexterity modifier + your Proficiency Bonus
Shadow Abilities:
Razor Shuriken. As an Action, you can expend 2 Shadow Points to hurl a razor-sharp shuriken of condensed shadow. Each creature in a 5-foot-wide Line that extends from you to a point within 15 feet of yourself must make a Dexterity saving throw against your Shadow Save DC. On a failed save, the target takes 1d6 Necrotic damage, or half as much damage on a successful save.
The damage increases when you reach certain Rogue levels: 2d6 at level 9, 3d6 at level 13, and 4d6 at level 17.
Shadow Slash. As an Action, you can expend 2 Shadow Points to unleash a wave of shadow around yourself. Each creature within 5 feet of you must make a Dexterity saving throw against your Shadow Save DC. On a failed save, the target takes 1d4 Necrotic damage, or half as much damage on a successful save.
The damage increases when you reach certain Rogue levels: 2d4 at level 9, 3d4 at level 13, and 4d4 at level 17.
Living Shadow. As a Bonus Action, you can expend 1 Shadow Point to create a shadowy duplicate of yourself in an unoccupied space you can see within 30 feet of yourself. You can have only one Living Shadow at a time. The Living Shadow disappears if you move more than 40 feet away from it. When you use a Shadow Ability with your Action, you can expend your Bonus Action to have your Living Shadow repeat that Shadow Ability. A Living Shadow has an AC of 10 and Hit Points equal to twice your Rogue level. It has immunity to Necrotic damage and vulnerability to Radiant damage.
The Living Shadow is considered an ally of yours, but it doesn't count as an ally for the purposes of your Rogue features.
Level 3: Darkvision
Your connection to the Shadowfell grants you Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Level 9: Living Shadow Upgrade
Your connection to the Shadowfell deepens, allowing you to exchange places with your Living Shadow. As a Bonus Action on your turn, you can expend 1 Shadow Point to teleport to your Living Shadow, switching places with it. Alternatively, when you are targeted by an attack, you can use your Reaction to expend 1 Shadow Point to switch places with your Living Shadow. The Living Shadow becomes the target of the attack instead.
Level 13: Death Mark
Shadow Ability:
Death Mark. Your mastery over shadow allows you to mark a creature for death. As a Bonus Action, you can expend 1 Shadow Point to mark one creature you can see within 60 feet of yourself. The mark lasts for 1 minute. While the creature is marked, whenever you deal damage to it, you store an amount of that damage equal to 25 percent of the damage dealt, rounded up. At any time while the creature is marked, you can use your Reaction to detonate the stored shadow energy. The marked creature takes Necrotic damage equal to the total amount of damage stored, and the mark ends.
Level 17: Living Shadow Upgrade II
Your Living Shadow becomes an independent extension of your presence, capable of fighting alongside you. Your Living Shadow gains the following benefits:
Shadow Opportunity. When a creature leaves the reach of your Living Shadow, your Living Shadow can make an Opportunity Attack against that creature, using your Reaction.
Twin Shadows. You can now have up to two Living Shadows at the same time and Your Living Shadows now count as allies for the purposes of your features.
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