Rogue
Base Class: Rogue

Shadows are rogues with a grasp of magic drawn from the Shadowfell, able to manipulate the darkness to suit their needs. Unlike Assassins, Shadows aren't necessarily expert killers; unlike Thieves they aren't necessarily expert infiltrators; and unlike Arcane Tricksters, they do not have control over arcane magics - but what they lack in specialization, they make up for in versatility and an unrivaled capacity for subterfuge, employing the kind of powers that serve every aspect of roguish activity.

As a Shadow, you are at home within the dark alleys, shadowy corners and dimly lit spaces of the world. It is in these places you are deadliest and can hone your unique skillset.

Shadow Step

Starting at 3rd level when you choose this subclass, you gain Darkvision out to 60ft, and when you are standing in dim light or darkness you can teleport up to 30ft to another space in dim light or darkness using your bonus action. You can only teleport this way once per turn. If you make an attack immediately after teleporting to within 30ft of a creature, the first attack roll is made with advantage.

Umbral Tools

Also at 3rd level, you have begun to understand the malleability of shadows and explore new, practical applications for this knowledge.

At the end of a long rest, you can choose to mold darkness drawn from the Shadowfell to form a basic weapon or set of tools. You can choose one option from the following, which lasts until the start of your next long rest:

  • Umbral Blade - You form a weapon the size of a dagger with which you are proficient, which has the Light, Finesse and Thrown properties (range 20/40), and deals 1d6 Psychic damage on a hit. As part of the attack action when you make a ranged attack with this weapon, you can summon it immediately to your hand after hitting or missing your target.
  • Twilight Visage - You form a Disguise kit which takes the form of shadows forming around you to create the desired appearance when you use it. You are considered proficient with this Disguise kit, even if you are not usually with others.
  • Raven Keys - You form a set of Thieves' Tools. These tools are emblazoned with symbols of the Raven Queen, and you are considered proficient with them.

In addition, you can cause your Umbral Tools to vanish to a shadowy pocket dimension when needed (no action required). As an action, you can re-summon the same set of tools to your hand instantly, assuming it is free to hold them.

Plunge into Darkness

When you reach 9th level, your manipulation of shadow allows you to cast select spells. Once per short rest, you can cast the spell Darkness without expending a spell slot, and are able to see through the magical darkness created by this casting of the spell.

Shadow Tether

At 13th level, you can harass your enemies with tendrils of inky darkness drawn directly from the Shadowfell. As a bonus action on your turn, you can choose one creature you can see within 30ft of you to be harassed by these tendrils, which surround the creature for 1 minute, or until you use this feature to target a different creature. Whilst surrounded by these shadowy tendrils, any natural light illuminating the creature, including bright light, is suppressed out to a distance of 10ft from the creature, turning the area to greyish, dim light. A creature wreathed in this dim light also has disadvantage on perception checks made to see you.

Nourished by Shadow

At 17th level, your practice of shadow magic has imparted a permanent connection to realm of the Shadowfell on your physical body. When you end your turn in darkness or dim light whilst taking the Hide action, you gain temporary hit points equal to half your Rogue level (rounded down).  In addition, when you hit a creature with your Sneak attack feature whilst the creature is in dim light or darkness, you deal an extra 2d6 Psychic damage.

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