Shadowdancer

Summon Shadow

At 3rd level, you can summon a shadow, an undead shade. There are several differences between this shadow and a normal shadow (listed below). As an interaction, you can command the Shadow to move up its speed and take an action. If not given any command, the shadow stays in place and takes the dodge action on your turn. The shadow will not go more than 60 feet away from you, and can hide in your natural shadow, becoming undetectable to nonmagical effects.

  • The shadow's alighnment matches your own
  • You do not get a sneak attack from attacking an enemy within 5 feet of your shadow without advantage
  • The shadow adds your proficiency bonus to its AC and saving throws.
  • The shadow knows one language known by you of your choice.
  • The shadow only deals 2 necrotic damage on a hit from its strength drain action.
  • The shadow cannot drain a target's strength below 1.
  • Your shadow has the amount of hit dice listed in its statblock, or a number of hit dice equal to one third your level.
  • No new shadows rise from any target killed by your shadow.

For each Ability Score Improvement class feature you have gained, your shadow's abilities also improve. Your shadow can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your shadow can't increase an ability score above 20 using this feature.

If your shadow is reduced to 0 hit points, it disappears, leaving behind no physical form. It reappears at the end of a long rest.

Dance of Shade

Starting at 3rd level, you gain proficiency in the Performance skill, if you did not already posses it, and learn the Silent Image spell. When you cast Silent Image using this ability, the resulting illusion will appear entirely in black and white. You can cast Silent Image in this way once per short rest. You can use this feature twice between short rests starting at 13th level

If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against a DC save of 8 + your Charisma (Preformance) Bonus. If the illusion should have noticible color, that creature has advantage on this check.

If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Shadow Jump

Beginning at 9th level, while you are in dim light or darkness, you can teleport into another area of dim light or darkness you can see as a bonus action. You can teleport up to 5 feet for every rogue level you have.

Defensive Roll

At 13th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can then move up to half your speed as a reaction without provoking attacks of opportunity. You can only use this ability once per long rest.

Dual Shadow

Starting at 17th level, you gain a second shadow. This shadow has the same stats and abilities as the first one, and can be given seperate commands as part of the same interaction as the original shadow.

Additionally, the damage from each shadow's strength drain action increases to 2d6 + it's strength modifier.

If either of your shadows are destroyed, one of them will now reappear at the end of a short rest, and both will reapear at the end of a long rest.

Made by Sandmote from Giant in the Playground