Rogue: Shade

***These are homebrew rules, discuss with your DM if you are allowed to use them.***

A rogue is always looking for an advantage, for just that little something that pushes the scale into their favour. The shade has chosen to enhance their natural talents for infiltration and assassination through supernatural means. These rogues have performed arcane experiments on themselves and successfully forced their bodies beyond its natural limitation. These rogues often congregate into occult brotherhoods of thieves and assassins.

Where others might use their magic to trick and deceive their opponents, the shade uses their powers to move across the rooftops unseen and to strike when least expected.

**Origin of Power**
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### **Spellcasting**

When you reach 3rd level, you gain the ability to cast spells to supplement your skills.

#### Spell Slots

The Shade Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Longstrider and have a 1st-level and a 2nd-level spell slot available, you can cast Longstrider using either slot.

#### Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the shade spell list.

The Spells Known column of the Shade table shows when you learn more shade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this subclass, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the shade spells you know and replace it with another spell from the shade spell list, which also must be of a level for which you have spell slots.

#### Spellcasting Ability

Intelligence is your spellcasting ability for your shade spells, since you learn your spells through dedicated study and memorisation. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a shade spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier

**Spell attack modifier** = your proficiency bonus + your Intelligence modifier

### **Whispers in the Dark**

Starting at 3rd level, you are able to use your familiarity with arcane techniques to dampen the sound emanating from your mouth. Any verbal components that you speak when casting a spells is turned into a whisper that only you can hear. Spells cast in this way do not cause you to reveal yourself but the movement of your lips can still be observed by creatures who can see you. When you are unable to speak by for example being gagged or by falling under the effects of a Silence spell you still lose the ability to cast spells with verbal components as you normally would.

### **Raptorial sight**

Starting at 9th level, through a series of magical experiments you have learned how to temporary turn your eyes into those of a bird of prey. You can use your bonus action transform your eyes, turning your iris yellow and your sclera black.

For the duration of a minute you gain advantage on any Wisdom (Perception) checks which rely on sight and you no longer have disadvantage on Wisdom (Perception) checks against creatures in a lightly obscured area. This effect lasts until you die or until you transform your eyes back as a bonus action. Once your eyes turn back to normal, you can’t do so again until you finish a short or long rest.

### **Light as a Feather**

Starting at 13th level, you learn a long forgotten way to reduce the effects of gravity on your body. When you make a Long Jump you can leap a a number of feet up to your Dexterity score if you move at least 10 feet on foot immediately before the jump or half that distance when start from a standstill. Either way, each foot you clear on the jump costs a foot of Movement. When you land in Difficult Terrain, you gracefully land on your feet.

When you make a High Jump you leap into the air a number of feet equal to 3 + double your Dexterity modifier if you move at least 10 feet on foot immediately before the jump or half that distance when start from a standstill. Because of the reduced effect of gravity on your body falling only effect you for every 15 feet that you fall.

### **Cabalist**

Starting at 17th level, you can cast your spells as a ritual if that spell has the ritual tag and you have the spell prepared.

### **First Amongst the Brotherhood**

Starting at 17th level, you can cast Summon Allies as a 6th level spell without expending any spell slots.

Once you use this feature, you can’t do so again until you finish a long rest.

## Shade Rogue Spell List

### 1st level

* Alarm
* Arms of Hadar
* Catapult
* Comprehend Languages
* Detect Magic
* Disguise Self
* Distort Value
* Expeditious Retreat
* Feather Fall
* Fog Cloud
* Grease
* Ice Knife
* Identify
* Illusory Script
* Jump
* Longstrider
* Sleep
* Snare
* Speak with Animals
* Tenser's Floating Disk
* Windblast

### 2nd level

* Alter Self
* Animal Messenger
* Arcane Lock
* Beast Sense
* Blindness/Deafness
* Blur
* Cloud of Daggers
* Darkness
* Darkvision
* Detect Thoughts
* Enhance Ability
* Find Traps
* Gust of Wind
* Hold Person
* Invisibility
* Jim's Glowing Coin
* Kinetic Jaunt
* Knock
* Locate Object
* Meteor Fall
* Misty Step
* Pass Without Trace
* See Invisibility
* Shadow Blade
* Spider Climb
* Web

### 3rd level

* Blink
* Catnap
* Conjure Barrage
* Counterspell
* Dispel Magic
* Enemies Abound
* Feign Death
* Flame Arrows
* Haste
* Incite Greed
* Nondetection
* Sending
* Slow
* Stinking Cloud
* Tongues
* Vampiric Touch
* Water Breathing
* Water Walk

### 4th level

* Arcane Eye
* Confusion
* Dimension Door
* Dominate Beast
* Freedom of Movement
* Grasping Vine
* Greater Invisibility
* Leomund's Secret Chest
* Locate Creature
* Shadow Of Moil
* Summon Allies

### 5th level

* Cloudkill
* Conjure Volley
* Control Winds
* Creation
* Enervation
* Far Step
* Insect Plague
* Passwall
* Skill Empowerment
* Steel Wind Strike