Base Class: Rogue
Gloom Lurkers have become one with the dark and gloomy spots of this world. While any Rogue may skulk through the shadows, they have practiced the art of melding into them, often hearing the question "where do you end and the shadows begin?". These Rogues occasionally serve as spies and assassins at a hefty price tag, often being hired out by nobles, rich merchants or anyone else who has sufficient coin. Some however, are simple thieves and burglars who use the darkness to steal priceless artefacts that would otherwise be impossible to get their hands on. Either way, you most likely won't ever see these individuals or even know they were there unless you are the one with the bounty on your head or the priceless artefact in your hands.
Dark Magic
Starting when you choose this Archetype at 3rd level, you gain a number of Gloom dice equal to half your Rogue level (rounded down). Calculate this every time you level up.
You can expand one of these Gloom dice to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Whenever you use this feature to cast the Darkness spell you can see through the darkness created by the spell. Additionally, you gain the Control Flames cantrip if you don't already know it.
Shadow Craft
When you choose this archetype at 3rd level you also gain the ability to, as a bonus action, create an object of hardened shadow. This construct can take the form of your thieves tools, or a dagger. Objects created with this feature fade back to shadow when they leave the hands of the Gloom Lurker. (Credit to Bondye who created this).
Night Shift
At 9th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee or ranged attack you make before the end of the turn.
Wisp of Smoke
At 13th level, you can draw on the power of the shadows, becoming like a wisp of smoke. As a bonus action, you assume a smoke form while in dark or dim light (and remain in it even while in bright light). While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you but you can't attack or carry/interact with new objects. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You are vulnerable to the Gust of Wind spell or similar gusts of air and will revert you back to your normal form if you are hit with these gusts of wind.
You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again you must finish a long rest or expend three of your Shadow dice.
Glum Response
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever an enemy creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make an attack against that enemy creature.
Previous Versions
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