Shadow

## **Shadow**

Some rogues choose to delve into the intricacies of shadow
magic, using its unique powers to enhance their skills in stealth
and deception. These rogues are a very diverse subset, from
simple thieves to hired killers to highly trained bounty hunters.
By learning how to separate their shadow from their body,
shadow rogues become difficult to catch and even harder to kill.

**Bonus Cantrips**
When you choose this archetype at 3rd level, you gain the
umbraturgy cantrip and the dueling shadows cantrip. Charisma is
your spellcasting ability for these spells.

 **Severed Shadow**
Starting at 3rd level, you can separate your shadow from your
body, creating a shadowy replica of yourself. This replica looks
like a three-dimensional silhouette of yourself, and is completely
opaque and solid.
As a bonus action on your turn, you may separate your shadow
and then move it up to your speed as part of the same action. The
shadow shares your statistics, and can perform all movements that
you would be able to, making ability checks as normal for
movements like jumping or rolling, but it cannot take any actions.
The shadow is susceptible to attacks and shares your AC, and if it
takes any damage it immediately disappears.

On subsequent turns until you reunite with your shadow, you may
use your bonus action to move it another 30 feet, up to a
maximum of 120 feet away from your current location. While
your shadow is separated from you, you no longer cast a shadow.
As a bonus action on your turn, you may choose to teleport to the
location of your shadow, reuniting yourself with it.
Once you reunite with your shadow, you can’t separate from it
again until you complete a short or long rest.

 **Deceiving Darkness**
Starting at 9th level, you have advantage on Dexterity (Stealth)
checks if you are in dim light or darkness.

**Shadow Simulacrum**
At 13th level, you gain greater control over your shadow. When
your shadow is separated from you, you can also have it perform
the Help action as part of the bonus action required to move it,
and your shadow can also manipulate objects weighing up to 25
pounds.

**Master of Shadows**

When you reach 17th level, you have gained ultimate control over
your shadow. When you sever your shadow, it can be separated
from your current location by up to 500 feet, and you may use
your bonus action to switch from using its senses to using your
own, or back again. Additionally, you no longer have to complete
a short or long rest to use the feature again.

**Dueling Shadow**

Transmutation cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose two creatures within range that are within 5 feet of each
other. Each target must succeed on a Dexterity saving throw or
take 1d4 necrotic damage as their shadows lash out at each other.
If one of the creatures moves before the start of your next turn,
both targets must repeat the saving throw as the shadows lash out
again, dealing another 1d4 necrotic damage
The spell's damage increases by 1d4 when you reach 5th level
(2d4), 11th level (3d4), and 17th level (4d4).

**Umbraturgy**

Transmutation cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Up to 1 hour

You compel shadows to create one of the following effects at a
point you can see within range:
• The shadow of a creature or object changes size or shape, up to
a maximum of double or half its normal size. This effect lasts
for up to 1 minute, or until it moves
• You cause shadows to conceal a creature in dim light or
darkness, giving them advantage on their next Dexterity
(Stealth) check within the next minute as long as they remain
in the dim light or darkness.
• A creature or object’s shape becomes either harder or softer,
making its form either easier or harder to discern from the
shape of the shadow. This effect lasts for up to 1 hour.
If you cast this spell multiple times, you can have no more than
two of its non-instantaneous effects active at a time, and you can
dismiss such an effect as an action.