[Racial]:
Shadowfallen Race: (Shadow Genasi)
Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Age: Reach maturity at 18 and live up to 500 to 600 years old
Shadow Step: When within dim light or darkness you can teleport 10ft as a bonus action.
Shadow Body: You have prof in the stealth skill
Darkening Presence: You can cast the Darkness spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest.
Resistance: You have resistance to necrotic damage.
------------------------------------------
Custom Lineage:
+1 Cha
+1 Persuasion
+1 Alchemist Supplies
+1 feature: Find Familiar (Shadow)
------------------------------------------
[Class 1]: Warlock (Darkness)
Otherworldly Patron:
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Elemental, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Piercing Darkness:
You can cast darkness equal to your prof mod, this darkness can only be cast on yourself without concentrating. When a creature starts its turn inside this darkness they take 1d4 necrotic damage. (3)
Eyes of The Truth:
All allies within 30ft of you can see through your darkness as if it wasn't there. This aura changes to 60ft at level 6 and 120ft at level 14.
3rd Level:
Pact of Darkness - While within your darkness, your heal the same amount as the damage dealt with each creature from your darkening presence feature.
Pact Magic:
Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells list for the warlock spell list.
Invocations:
Darkness Regrets - While in your darkness, your CHA mod is applied to your melee attacks.
Eyes of the Runekeeper - You can read all writing.
Dark Heart - You are immune to the effects of frighten & charmed, if a creature puts you under this effect they must make the same save or undergo the effect instead.
------------------------------------------
[Class 2]:
Favored Foe:
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Deft Explorer:
Canny
Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, (Stealth), or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.
In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
------------------------------------------
[Class 3]:
Sneak Attack: (3d6 Currently)
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have a disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves’ Cant:
During your rogue training, you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves cant understand such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
------------------------------------------
[Feats]:
Shadow Touched:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Features & Traits