Rogue: Shade

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

As the archetypal shade you have enhanced your infiltration and assassination skills with the use of arcane powers. You have learned how to use these supernatural abilities through either rigorous training with a master, the study of ancient codices, or through some lucky accident in your past.

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

### **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 5th level in this class, 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 whisper the verbal components of a spell at such a low volume that only you are able to hear them. 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 will still lose the ability to cast spells with verbal components.

### **Raptorial sight**

Starting at 9th level, your eyes become magically enhanced, allowing you to see objects in the distance as if they were nearby. When looking at distant objects you can add your proficiency to your Wisdom (Perception) checks or double it if you are already proficient in Perception. You no longer have disadvantage on Wisdom (Perception) checks against creatures in a lightly obscured area.

### **Light as a Feather**

Starting at 13th level, you have learned how to magically reduce the effects of gravity on your body. When long and high jumping you can add your Dexterity modifier to your jumps instead of your Strength, and you can also double the effect of either modifier on the amount of feet that the jump covers. Because of the reduced effect of gravity on your body falling also 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
* Snare
* Sleep
* Tenser's Floating Disk
* Windblast

### 2nd level

* Alter Self
* Animal Messenger
* Arcane Lock
* Blindness/Deafness
* Blur
* Cloud of Daggers
* Darkness
* Darkvision
* Enhance Ability
* Find Traps
* Gust of Wind
* Hold Person
* Invisibility
* Jim's Glowing Coin
* 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
* Evard's Black Tentacles
* Freedom of Movement
* 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