Rougish Archetype: Nightblade

All Rogues spend a large portion of their lives wreathed in shadow but to the masterful few they become a second home. Nightblades form an unnatural bond with the umbral energies of the shadowfel enabling them to control and traverse darkness at their will becoing masters of infiltration and manipulation.

Shadowmancy

From 3rd level daggers you wield are imbued with your shadow and deal an additional 1d4 necrotic damage on a hit.

As a bonus action you can cause a creature you see within 60 feet to make a charisma save (DC of 8 + your charisma modifier + your proficiency bonus). On a failure their shadow performs the help action for you on the target. Afterwards that shadow cannot be affected by this trait again for 1 hour.

Stygian Stash

At 3rd level you create a 2 cubic foot, airless, dimensional stash (basket sized) within your shadow that is weightless and only accessible by you. You instinctively know where all items are in your stash. When you reach into a shadow to draw an item from your stash you may also draw a second item for free.

When you make an attack with a thrown weapon you can have it return to your shadow stash after the attack is resolved. If you die, all items win your shadow stash appear in a pile on your body after 24 hours of being dead.

Shadow Form

At 9th level your connection to the shadowfel grants you the ability to merge with your shadow. When you take the hide action on your turn while in an area of dim light or darkness, you may sink into it becoming a 2 dimensional shadowy shape on a surface you are touching. While in this form you can move along all connected surfaces unaffected by gravity and through openings as small as 1 inch. You retain all of your senses and may hide in plain sight while in areas of dim light or darkness.

If you take any action except dash or hide, start or end your turn in an area of bright light or take damage, you immediately leave your shadow form reappearing in the nearest unoccupied space.

Dusk Prowler

At 13th level, as an action while in your shadow form, you can force a creature within 5 feet of you make a charisma save (DC is 8 + charisma modifier + proficiency bonus). On a failure you enter their shadow and move with them even through areas of bright light without being affected. On a success they become immune to this effect for 24 hours.

You may remain in their shadow until you choose to leave by moving away, are knocked out of shadow form or 1 hour has passed and they repeat the save, removing you on a success. Inhabiting or failing to inhabit a creature’s shadow does not alert it to your presence.

Evening Host

Beginning at 17th level you learn to summon and converse with shadows you have previously bent to your will. You spend 1 minute preparing to entertain a guest by setting up a game board, pouring drinks or something similar. You then speak a verbal invitation to a creature who has failed your shadowmancy save in the last 24 hours. It's shadow appears believing to be it's owner coming over for a social visit. It thinks you are a random acquaintance unless you introduce yourself but still recognises other creatures and reacts as it’s owner would to others.

You both engage in the activity you prepared while chatting for 10 minutes before it leaves. The shadow has the personality, memories and statistics of its owner but cannot cast spells or use special abilities. It is immune to all magical effects and will vanish if it feels it is in immediate physical danger.

The target creature must have intelligence greater than 5, share a language with you and not have a CR that exceeds your level. The owner and shadow have no memory of the visit but the owner has no visible shadow while it is visiting you. After inviting a shadow you cannot do so again until you finish a long rest.

Created by Drakewing/Galedeep

Art copyright of Zhang Xu