Base Class: Rogue
You eat, sleep, and breath the shadows. Due to your childhood of always being cast aside, you are used to the shadows and just preform better in the shadows, and darkness. While the world goes to sleep during the night, you instead take advantage the the quite time. You have attached part of your soul to the shadow realm. Giving you all the energy you could need. While you prefer not to enter combat in daylight, though if forced you will make use of light or the lack of light to your advantage, to gain any edge over your opponent.
Shadow Dweller
While in darkness or in shadows, you gain advantage on stealth checks, slight of hand checks, and perception checks.
Darkvision
You can see in both magical and non-magical darkness, up to 50 ft.
Soul Transference
With part to your soul being tethered to the shadow realm. The powerful forces pay to back with unending energy. Allowing you to forgo sleeping. In addition when you are exhausted by external forces you gain exhaustion at half the rate of others. Though if the level a exhaustion is odd then round down, (ex. 5 levels becomes 2 levels), you can't gain half level of exhaustion, so if 1 level is give you must gain 1 level of exhaustion.
However if the source is magical then you gain exhaustion at the normal rate.
In order to lower exhaustion you must sleep.
You are however more vulnerable radiant type damage, due to being tethered to the shadow realm. However, in return you are immune to all necrotic type damage.
Magical Aura
With the increased magical power flowing through your soul you pour that excess power in released in an aura of magical protection.
Your AC is: 10 Unarmored + Stealth while in darkness or shadows
Your AC is: 10 Unarmored + DEX, while in light
Shadow of Darkness
You gain expertise in both stealth, and perception.
The Embodiment of Darkness
After you transformation into a avatar of darkness, as learn demonic as a new language, and also you gain an additional attack per turn.
The state of dark avatar can be set with a magical artifact that you must find, at one point during the campaign.
DM's discretion as to what that artifact or relic will be and how it will be obtained.
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