Base Class: Rogue
Shadow walkers have been cast out from their ordinary society due to their communion with dark entities in efforts to gain more power than their fellows.
Spellcasting
Cantrips
You gain two cantrips of your choice from the warlock spell list and an additional one at 8th level in this class.
Spell Slots
You gain one 1st level spell slot at 3rd level when you choose this archetype. At 7th level in this class your slot increases to 2nd level and you gain a second spell slot at 10th level. Your spell slots become 3rd level at 13th level and you gain a third and final spell slot at 16th level. At 19th level your spell slots become 4th level. These slots recharge after a short or long rest.
Spells Known of 1st Level and Higher
You learn two 1st level spells from the warlock list at 3rd level. You learn one additional spell at each level in this class up to and including 12th level and you may exchange a spell you know for another at a level you can cast with each level in this class.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Shadow Invocations
You can attempt to hide when lightly obscured or in darkness and have advantage on stealth checks in dim light or darkness. You also gain one invocation from the warlock list for which you meet all requirements.
You gain one additional invocation whenever your spell slot level increases and you may swap one invocation you know for another with each level in this class.
Extra Attack
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Cloak of Shadows
By 13th level, when you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Versed in Death
By 17th level, you can weave dark energy into your weapon attacks, you add 1d6 necrotic damage to all weapon attacks you make.
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