Rogue
Base Class: Rogue

Those who specialize in the grim art of death are called shadow assassins.  They tend to strike their foes from the shadows and are known to be able to bend the power of the Shadowfell to their whim.  They use these powers to inflict wounds on others, control shadows, and protect themselves.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm.  On your turn, you can use a bonus action to gain hit points equal to 1d8 + half your shadow assassin level rounded down.  Once you use this feature, you must finish a short or long rest before you can use it again.  At 11th level, you may use Second Wind twice before needing to take a rest, and at 18th level you may use Second Wind three times before needing to take a rest.

Shadow Blade

Starting at 2nd level, you can use the power within you, 2gp worth of incense, and a Symbol of Darkness or Holy Symbol to bond with the blade over the course of 8 hours.  At the end of the ceremony the materials are consumed and the weapon becomes your shadow blade.  You cannot be disarmed while you are wielding this weapon.  You can use your bonus action conjure it to your side.  This weapon counts as an arcane focus for your shadow assassin spells.

At 5th level, this weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

At 17th level, as an action you can activate the power of the blade.  For 1 minute, the blade grants you advantage on attack rolls with it.  One minute after using this feature you gain 1 point of exhaustion.  You regain use of this feature when you finish a long rest.

Fighting Style - Two Weapon

Starting at 2nd level, you may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

 You can call upon the spirits of the shadows to form together in the appearance of arcane magic which you can use to your advantage. You may use an arcane focus as a spellcasting focus.

Cantrips

At 3rd level, you know two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Shadow Assassin uses Sorcerer spells/slots at 2 levels below the Shadow Assassin level.  
For example a 5th level Shadow Assassin operates as a 3rd level Sorcerer.

You know two 1st-level spells of your choice from the sorcerer spell list.

 

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Shadow Step

Starting at 3rd level, you have figured out how to travel distance using the Shadowfell, and the shadows that smudge the barrier between the two planes. As a bonus action, you can teleport up to 30 feet, so long as you are in dim light or darkness, and your selected space is unoccupied, and in dim light or darkness. You then have an advantage on the first melee attack you make before the end of your turn.  Must make dexterity saving roll. If fail then d6 1=stumble at starting location, 2=stumble at target location, 3=no movement but d4 of damage, 4=moves to target location and d4 damage, 5=stunned for 1 round at original location, 6- stunned for 2 rounds at target location

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Imperial Vision

 Starting at 6th level, you can see 30 feet any darkness, magical or non-magical as if it was bright sunlight.

Darkness Dominating

Starting at 13th level, you may cast the darkness spell without consuming a spell slot. You must finish a long rest before you can use this feature again. You must regain all uses of this feature after you finish a long rest. At 17th level, you gain an additional use of this feature.

Dark Velocity

Starting at 14th level, the range of your Shadow Step feature becomes 90 feet.

Unseen

Starting at 15th level, you are now considered to be under the effects of nondetection at all times.

Shadow Shift

At 18th level, you have become so attuned to the shadowfell, that you can create small pools of shadows around yourself at will. You can now use Shadow Step in any lighting conditions, not just darkness.

Shadow Stalker

At 20th level, when you are in darkness, you may use your bonus action to become invisible. As long as you remain in darkness, or until you make an attack or cast a spell, you remain invisible.

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