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# Shadow Stalker Rogue Many rogues stick to the shadows, but a few can actually manipulate it, plucking strands of darkness from thin air and enveloping themselves completely in the faintest of shadows. Your abilities may stem from the *Shadowfell,* *Underdark,* or *Astral Sea*, but wherever these power come from they are a versatile and dangerous force in your hands. ##### Shadow Stalker Features | Rogue Level | Features | |:----:|:-------------| | 3rd | Shadow Strike, Eyes of Night-sight, Touch of Darkness | | 9th | Dark Cunning | | 13th | Malicious Darkness | | 17th | Soul of Shadow | ## Shadow Strike When you or a target are in dim light or darkness, you have advantage on your first attack roll on your turn, which you can use to trigger your sneak attack. If your shadow strike hits you can choose to have all the damage dealed from your sneak attack become necrotic. ## Eyes of Night-sight Starting at 3rd level, you can see through shadows as if they aren't even there. You gain darkvision with a range of 120 feet that can see through both magical and non-magical darkness. ## Touch of Darkness At 3rd level, you learn the *chill touch* cantrip that appears as a shadowy hand. You also learn to cast *blur, blindness/deafness, darkness, or pass without trace* as a bonus action without concentration. Once you cast any of these spells with this trait you can not do so again until you finish a long rest. Dexterity is your spellcasting ability for these spells, and you cast them at their lowest possible levels. ## Dark Cunning At 9th level, creatures have disadvantage on Wisdom (perception) checks to see you while you are in dim light or darkness. Additionally your cunning actions gain the following benefits: * **Dash-** When you dash, opportunity attacks against you are made with disadvantage. * **Disengage-** When you disengage, enemies can still make opportunity attacks against you, but if the attack hits, you receive no damage and the attacker takes 1d6 necrotic damage. * **Hide-** When you take the hide action, you are considered invisible if you are concealed in an area of dim light or darkness. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
**Image used**: Sagittarius by René Maxime.
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Rogue | Shadow Stalker
\pagebreakNum ## Malicious Darkness At 13th level, your connection to the dark and shadowy forces would make the common man shudder. You gain resistance to necrotic damage and whenever you use your shadow strike you can apply one of the following abilites: * When you hit a target with your *Shadow Strike* they take an additional 1d6 necrotic damage and must make a successful constitution saving throw or be blinded until the start of your next turn. * When you hit a target with your *Shadow Strike* any creatures of your choice that are within 10 feet of the target must make a dexterity saving throw. On a failure the creatures take 3d6 necrotic damage or half as much on a success. ## Soul of Shadow At 17th level, you are a master of concealment and avatar of all dark shadows. You are always under the effects of the *Nondetection* Spell while you are conscious and can not be *scryed* upon at night-time or if you are in dim light or darkness, unless you choose to be seen. Additionally while you are in dim light or darkness, you can choose to apply one of the following benefits until the start of your next turn. * You are immune to necrotic damage, resistant to non-magical bludgeoning, piercing, and slashing damage, but are vulnerable to radiant damage. * You can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside a creature or object and are shunted 5 feet outwards. * Once on each of your turns when you use the attack action, you can make two other attacks as part of the same action. * Enemies have disadvantage on attack roles made against you. >##### Created by Se7enEvilXs on Reddit > Feel free to leave any comments or concerns. I'd love to get some feedback. > Created using the Homebrewery.