Shadow (Specialisation)

To unlock this talent tree, you must have selected 'Shadow' as your subclass in the Scoundrel class.

## Cantrips

### Acid Splash

*Time: 1 action*

*Range: 60 feet*

*Duration: Instantaneous*

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

### Blade Ward

*Time: 1 Action*

*Range: Self*

*Duration: 1 round*

Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

### Daze

*Time: 1 action*

*Range: 30 feet*

*Duration: Instantaneous*

You drone a hypnotic chant to one creature that you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or it can't take reactions until the start of its next turn and has disadvantage on the next attack roll it makes before the end of its next turn.

### Friends

*Level: Cantrip*

*Casting time: 1 Action*

*Range: Self*

*Duration: Concentration, up to 1 minute*

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the talent ends, the creature realizes that you used a ability to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

### Resistance

*Time: 1 action*

*Range: Touch*

*Duration: Concentration, up to 1 minute*

You touch choose willing creature and aid them in combat. Once before the talent ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The talent then ends.

### Poison Spray

*Time: 1 action*

*Range: 10 feet*

*Duration: Instantaneous*

You extend your hand toward a creature you can see within range and project a puff of noxious gas from a home-made contraption. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This talent's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

### Shadow

*Time: 1 action*

*Range: Touch*

*Duration: 1 hour*

You touch one object that is no larger than 10 feet in any dimension and let off a grenade. Until the material inside runs out ends, a magical shadow fills a 40 foot sphere centred on the object. The area is now covered in dim light, regardless of the previous lighting conditions (bright light, dim light, or darkness).

You can choose a number of creatures of its choice up to the caster's proficiency bonus. These creatures' vision is not lightly obscured from the area of shadow.

If you target an object held or worn by a creature, that creature may attempt a Dexterity saving throw, avoiding the grenade on a success.

## Tier One

### Blackout

*Time: 1 bonus action*

*Range: Self*

*Duration: 1 minute*

Until the talent ends, you snuff out nonmagical sources of light are suppressed as you loose a smoke grenade, blocking them out whilst you are within 20ft.  The smoke does not obscure view, only extinguishes light sources or renders them useless.  It does not block out light you are not within range of.

At higher levels.  When you use this talent with a stamina slot of 2nd level or higher, the range of the effect increases by 10ft for each slot level above 1sat.  At 2nd level, light created by a cantrip level spell is also surprised.  At 3rd level, lights created by 1st level spells are suppressed, and so on.

### Disguise Self

*Time: 1 action*

*Range: Self*

*Duration: 1 hour*

You make yourself-including your clothing, armor, weapons, and other belongings on your person-look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this talent fail to hold up to physical inspection. For example, if you use this talent to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC equivalent.

### Sudden Awakening

*Time: 1 bonus action*

*Range: 10 feet*

*Duration: Instantaneous*

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

### Alarm

*Time: 1 action*

*Requirements: 1 Trap Component*

*Duration: 8 hours*

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the area. The alarm will always be audible, but you can choose to construct an alarm which gives off a more natural sound, i.e a bird call using a whistle.  As attuned as you are to the sounds of the wilderness, this alarm will always wake you.  You can designate allies who will not set off the trap by informing them how to step over it.

### Illusory Script

*Casting Time: 1 minute*

*Range: Touch*

*Duration: 10 days*

*Requirements: a lyrium-based ink worth at least 10 gp, which the spell consumes*

You write on parchment, paper, or some other suitable writing material with a lyrium based ink that lasts for the duration.

To you and any creatures you designate when you write the message, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the magic be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.

### Expeditious Retreat (Talent)

*Casting Time: 1 bonus action*

*Range: Self*

*Duration: Concentration, up to 10 minutes*

This talent allows you to move at an incredible pace. When you activate this ability, and then as a bonus action on each of your turns until the talent ends, you can take the Dash action.

## Tier Two

### Find Traps

*Time: 1 action*

*Range: 120 feet*

*Duration: Instantaneous*

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this talent, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, you would sense an area affected by the alarm, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This talent merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

### Pass without Trace (Talent)

Time: 1 action

Range: Self

Duration: Concentration, up to 1 hour

You use your training to conceal, masking you and your companions from detection. For the duration, each creature you impart your knowledge on within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

### Cloud of Daggers

*Casting Time: 1 action*

*Range: 60 feet*

*Duration: Concentration, up to 1 minute*

*Requirements: Pouch of tiny daggers*

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the area for the first time on a turn or starts its turn there.

At Higher Levels. When you use this talent using a stamina slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

### Shadow Blade

Casting Time: 1 bonus action

Range: Self

Duration: Concentration, up to 1 minute

Requirements: Your weapon, considered enchanted for this purpose

Your weapon - a simple melee weapon with which you are proficient - deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the weapon to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, the effect ends at the end of the turn. Thereafter, while the effect persists, you can use a bonus action to retrieve the weapon.

## Tier Three

### Veiled Blade

*Time: 1 action*

*Range: 90ft*

*Duration: Instantaneous*

Make a ranged talent attack against one target you can see within range, as you hurl a nearly invisible and silent projectile at it.  You have advantage on the attack roll if the creature does not have blindsight or truesight and cannot see invisible objects.  On a hit, the target takes 10d4 slashing damage, or half as much on a miss.  If the attack reduces a creature to 0HP, they do not make a sound as they fall.  Also, if you have the sneak attack class feature and yo hit with this spell attack, you can trigger your sneak attack off of this attack as if it were a ranged weapon attack that dealt piercing damage.

At higher levels.  When you use this talent using a stamina slot of 4th level or higher, the damage dealt increases by 2d4 for each slot about 3rd.

### Nondetection

*Time: 1 action*

*Range: Touch*

*Duration: 8 hours*

*Requirements: Lyrium of an amount worth 25gp, used to make a special ointment*

For the duration, you hide a target that you apply the ointment to from magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

## Tier Four

### Phasewalk

*Time: 1 action*

*Range: Self*

*Duration: Concentration, up to a minute*

Once per turn, you can move almost undetected. Each 5 feet of Phasewalk costs 10 feet of movement. You don't provoke opportunity attacks, you aren't considered to have entered in an spell or effect's area unless you end your movement there, and traps based on location don't go off.

You can enter a creature's space with this movement, and the first time each turn you do so the creature must make succeed on a Dexterity saving throw or take 2d6 force damage as you slam into them. If you make an attack at the end of this movement, it is at advantage.

At Higher Levels. When you use this talent using a stamina slot of 5th level or higher, the damage increases by 1d6 for each slot level above the fourth.

### Shadow Grenade

*Time: 1 action*

*Range: Self*

*Duration: Concentration, up to 1 minute*

*Requirements: A shadow grenade, comprising of Lyrium worth 150 gp*

You have learnt to use rare shadow grenades, which you can create as part of this ability using materials of the worth specified above.  When centring the explosion on yourself, flame-like shadows wreathe your body until the duration ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the talent ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.