Base Class: Rogue
Imbuing the innate ability to cast magic into their weapon, the Elemental Shadows are a force to be reckoned with, especially as long as they remain unseen.
Magic Injection
When you choose this archetype at 3rd level, you gain the ability to imbue your weapon with arcane power whenever you successfully attack a creature's weak points. Whenever you deal sneak attack damage in melee range, you can expend an available spell slot to deal an extra 2d8 magic damage to the target plus 1d8 magic damage for each spell slot level beyond the first.
Additionally, whenever you use this feature in combat, all of your sneak attack damage is converted to the same type of damage as the Magic Injection damage as well.
Elemental Pact
Starting at 9th level, you can choose fire, lightning or cold. The damage of your Magic Injection feature is converted to this type of damage and you bypass resistance with the chosen element. Additionally whenever you are in an area where the weather favors your chosen element you can attempt to hide even when lightly obscured and you gain an extra 10 feet speed. Fire: Heavy sunlight. Lightning: Storm. Frost: Blizzard.
Specter
Upon reaching 13th level with this archetype, whenever you use your action to cast a spell while hidden you can use your bonus action to teleport to another location in which you can hide.You need a new stealth roll in order to hide to the new location. This feature requires the expenditure of a spell slot and the range increases with the spell slot's level. 1st level slot is 40 feet plus 10 feet for each additional spell slot level.
Unending Streak
Starting at 17th level, whenever you kill a creature with Magic Injection while hidden you don't spend a spell slot and you can use the Specter feature for free.
Spellcasting
Cantrips
You learn three cantrips from the wizard spell list. You learn another wizard cantrip at level 8.
Spell Slots
The Elemental Shadow Spellcasting table below shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st level wizard spells of your choice, one of which must be from the evocation school. The spells you learn at 8th, 13th and 17th level must be from the evocation school of magic. Each time you gain a level, you can exchange a known spell for another spell of the same or lower level with your higher spell slot. Evocation spells learnt at 9th, 14th and 18th level can only be exchanged for other evocation spells. Any spell learnt via leveling up cannot be of a higher level than your highest spell slot.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard 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 wizard spell you cast and when making an attack roll with one.
Spell save DC= 8+ your proficiency bonus + your Intelligence modifier
Spell attack modifier= your proficiency bonus+ your Intelligence modifier
| Elemental Shadow Spellcasting | Spell Slots per Spell Level | ||||||||||
| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | ||||
| 3 | 3 | 3 | 3 | _ | _ | _ | |||||
| 4 | 3 | 3 | 3 | _ | _ | _ | _ | ||||
| 5 | 3 | 4 | 4 | 2 | _ | _ | _ | ||||
| 6 | 3 | 4 | 4 | 2 | _ | _ | _ | ||||
| 7 | 3 | 5 | 4 | 3 | _ | _ | _ | ||||
| 8 | 4 | 5 | 4 | 3 | 2 | _ | _ | ||||
| 9 | 4 | 6 | 4 | 3 | 2 | _ | _ | ||||
| 10 | 4 | 6 | 4 | 3 | 3 | _ | _ | ||||
| 11 | 4 | 7 | 4 | 3 | 3 | _ | _ | ||||
| 12 | 4 | 7 | 4 | 3 | 3 | _ | _ | ||||
| 13 | 4 | 8 | 4 | 3 | 3 | 1 | _ | ||||
| 14 | 4 | 8 | 4 | 3 | 3 | 1 | _ | ||||
| 15 | 4 | 9 | 4 | 3 | 3 | 2 | _ | ||||
| 16 | 4 | 9 | 4 | 3 | 3 | 2 | _ | ||||
| 17 | 4 | 10 | 4 | 3 | 3 | 3 | 1 | ||||
| 18 | 4 | 10 | 4 | 3 | 3 | 3 | 1 | ||||
| 19 | 4 | 11 | 4 | 3 | 3 | 3 | 2 | ||||
| 20 | 4 | 11 | 4 | 3 | 3 | 3 | 2 | ||||
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