The Shade-Slinger

[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]


Class Name: The Shade-Slinger

Core Fantasy: The Shade-Slinger is a Charisma-based Breaker who uses shadow as cover, weapon, and misdirection. In Dungeon Break operations, they control sightlines and threat focus, slipping through dim spaces to strike and disappear while the rest of the squad holds the line.

Level 1 Features

Gateborn Gloom (Level 1)
You see and move through Gate-dark like it is normal light.
Rules:

  • You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.

  • While you are in dim light or darkness, you have advantage on Dexterity (Stealth) checks.

  • While you are in dim light or darkness, you can attempt to hide even when you are only lightly obscured by shadows or low light.

Shadow Persona (Level 1)
Your presence and lies are backed by the threat of vanishing into the dark.
Rules:

  • You gain proficiency in Deception or Intimidation (your choice). If you are already proficient in the chosen skill, your proficiency bonus is doubled for any ability check you make with that skill.

  • When you roll initiative while you are in dim light or darkness or not in bright light, you can add your Charisma modifier to the roll (minimum +1).

Level 3 Feature

E-Rank: Break-Run Footwork (Level 3)
At E-Rank, you move through shadowed spaces faster and safer than normal Breakers.
Rules:

  • While you are in dim light or darkness, your walking speed increases by 10 feet.

  • While you are in dim light or darkness, you ignore nonmagical difficult terrain.

  • While you are in dim light or darkness, your movement does not provoke opportunity attacks from creatures that cannot see you.

Level 7 Feature

D-Rank: Killing Shade (Level 7)
At D-Rank, striking from darkness lets your attacks bite harder.
Rules:

  • Once on each of your turns when you hit a creature with an attack while you are in dim light or darkness, you deal extra necrotic damage equal to your Charisma modifier (minimum 1).

  • If that attack reduces the creature to 0 hit points, you can immediately move up to half your speed. This movement does not provoke opportunity attacks from any creature that saw the creature fall.

Level 10 Feature

C-Rank: Umbral Cell (Level 10)
At C-Rank, you pull your squad into your shadow pattern instead of working alone.
Rules:

  • While you are in dim light or darkness, friendly creatures of your choice within 10 feet of you can attempt to hide even when only lightly obscured by shadows or low light.

  • When you make a Dexterity (Stealth) check while you are in dim light or darkness, each friendly creature of your choice within 10 feet of you can use the same result instead of rolling, as long as it moves with you and is not in bright light.

  • When you cast a spell from this class that causes an area to become heavily obscured, you can choose a number of creatures equal to your Charisma modifier (minimum 1). Chosen creatures can see normally in that area for the spell’s duration.

Level 13 Feature

B-Rank: Perfect Ambush (Level 13)
At B-Rank, you can lock yourself into a full assassination pattern.
Rules:

  • As an action, you enter an ambush state that lasts for 1 minute.

  • While this state lasts and you are in dim light or darkness:

    • You have advantage on Dexterity (Stealth) checks.

    • You can take the Hide action as a bonus action on each of your turns.

    • Once on each of your turns, when you hit a creature with an attack while you are hidden from it or invisible to it, you deal an extra 2d8 necrotic damage to that creature.

  • The state ends early if you are incapacitated.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Level 16 Feature

A-Rank: Master of Gloom (Level 16)
At A-Rank, normal darkness and visual tricks cannot lock you out of the fight.
Rules:

  • You cannot be blinded by nonmagical darkness, and nonmagical darkness does not impose disadvantage on your Wisdom (Perception) checks that rely on sight.

  • While you are in dim light or darkness, you gain blindsight out to 10 feet.

  • Creatures that rely on darkvision or nonmagical light have disadvantage on Wisdom (Perception) checks made to detect you while you are in dim light or darkness.

Level 20 Feature

S-Rank: Total Eclipse (Level 20)
At S-Rank, you drag the entire fight into your personal shadow zone.
Rules:

  • As an action, you create an aura of bending shadows that lasts for 1 minute and moves with you, centered on you with a 30-foot radius.

  • The area of the aura is dim light; bright light in the area becomes dim light, and dim light remains dim. Magical light of 3rd level or lower inside the area is suppressed while it is there.

  • While in the aura:

    • You are invisible to creatures that are outside the aura.

    • You and friendly creatures of your choice inside the aura can take the Hide action as a bonus action on each of their turns.

    • Enemy creatures that start their turn in the aura have their speed reduced by 10 feet until the end of that turn.

  • The effect ends early if you are incapacitated.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.