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The Shadowdancer

S
hadowdancers are rogues who have become Separate Shadow
proficient with harnessing the darkness. Their
powers come from the Shadow Weave, a At 13th level, you gain the ability to separate your shadow
distorted mirror of the Weave. Shadowdancers from yourself. As an action once per day, you separate and
are rare, thus highly sought as assassins or summon a Shadowdancer's Shade. This effect ends when
scouts by powerful, chaotic forces. The ability to either you use an action to dismiss it or when the shadow's
become a Shadowdancer are vague, but common HP reaches 0.
beliefs are that either a creature is influenced by the Its HP equals half of your max and gains your proficiency
Shadowfell or that the individual has made a dangerous bonus to to all of its attack, ability, and save rolls. It can not
sacrifice. regain health. Its attacks deal necrotic damage.
It rolls its own initiative like any other creature, but you
Shadow Adept decide its actions, decisions, attitudes, and so on. If you
When you choose this archetype at the 3rd level, you become become incapacitated, your shadow returns to your body, and
adept at evading creatures that rely on darkvision. Such you may not summon it again if you have already done so for
creatures gain no benefit when attempting to detect you in the day.
dark and dim conditions. Additionally, when the DM Shadow Form
determines if you can hide from a creature, that creature
gains no benefit from its darkvision. At 17th level, you gain the ability to merge with your shadow.
As long as you aren’t separated from your shadow, once per
Shadow Arts day you can use an action to merge with it, and this effect can
not be dispelled and stays active for up 1 minute unless you
At 3rd level, you can use your action to cast darkness, use an action to cancel it or become incapacitated.
darkvision, pass without trace, or silence, without providing You gain resistance to all damage besides force. You gain
material components up to a number of times equal to your darkvision up to 90 feet, advantage on all stealth skills and
charisma modifier per short rest. Additionally, you gain the attack rolls while in dim light or darkness, and you can see
shadow magic cantrip. Your spellcasting DC for this trait is 8 through magical darkness.
+ proficiency + charisma modifier.

Shadow Magic
Illusion Cantrip
*
Casting Time: 1 Action
Range: 30 feet
Components: S, M (Shadow/Darkness)
Duration: 1 minute
You are adept at using the Shadow Weave for
minor cantrips. You can instantaneously snuff out a
candle, a torch, or a small campfire. In dim light or
darkness, you can create minor illusions or a single
non-magical, solid object no bigger than a 5 foot
cube as long as you know how it looks and works.

Shadow Step
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 attack you make before the
end of the turn.

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Shade
Shadow
Armor Class 12
Hit Points *
Speed 40ft.

STR DEX CON INT WIS CHA


6 14 13 6 10 8

Condition Immunities Exhaustion, Frightened,


Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained
Vulnerabilities Radiant
Senses Darkvision 60ft.
Languages Does not speak but understands all
languages the owner knows.
Amorphous: The shade can move through a space
as narrow as 1 inch wide without squeezing.
Shadow Body: While the shade is in dim light or
darkness, attack rolls against the shade are at
disadvantage. The shade also gains advantage to
stealth in dim light, darkness, or while acting as the
Shadowdancer's natural shadow.
Sunlight Weakness: While in sunlight, the shade
has disadvantage on Attack rolls, Ability Checks,
and saving throws.

Actions
Shadow Swipe Melee Weapon Attack: +2 to hit,
reach 5ft., one target. Hit: 9 (2d6 + 2) necrotic
damage

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