Graceful, deadly shadowdancers glide through the night. These performers can pull darkness around them like a silken veil, their dance-like movements confusing the eyes. With a single step, a shadowdancer can strut from shadow to shadow, their physical presence becoming one with the darkness. The dances of these beguiling assassins are said to be among the best in the world, a beautiful display with a sinister purpose.
| Level | Dances | Shadow Strike Damage | Features | Base Spells | Base Resource |
| 1 |
1 |
- |
Minor Shadowstep, Dance of Death |
0 |
0 |
| 2 |
1 |
1d6 |
Shadow Strike, Performance Expertise |
0 |
0 |
| 3 |
1 |
1d6 |
Shadow Magic (1) |
0 |
1 |
| 4 |
2 |
2d6 |
Cloak of Night, Shadowstep Range |
1 |
1 |
| 5 |
2 |
2d6 |
Shadow Magic (2) |
1 |
2 |
| 6 |
2 |
3d6 |
Flexible Defense |
1 |
2 |
| 7 |
3 |
3d6 |
Shadow magic (3) |
2 |
3 |
| 8 |
3 |
4d6 |
True Shadowstep, Dance Mastery |
2 |
3 |
Class Features
Hit Points
- Hit Dice: 1d8 per shadowdancer level
- Hit Points at Higher Levels: : 1d8 (or 5) + your Constitution modifier per shadowdancer leveI
Multi-Classing Proficiencies
- Armor:None
- Weapons: None
- Tools: None
- Saving Throws: None
- Skills: None
Minor Shadowstep
When you adopt this prestige class, you learn how to temporarily transmute your physical body into shadowstuff, granting you the ability to travel between areas of darkness. While in dim or no light, you can use a bonus action to teleport to another area of dim or no light within 20 feet.
At 4th level, the range of this ability increases to 40 feet
Dance of Death
A shadowdancer’s signature ability is the Dance of Death, a performance that is both mystifying and deadly. At 1st level, you learn one of the dances listed below and can start the dance as a bonus action on your turn. Dances last for 1 minute. You learn additional dances at higher levels, as shown in the class table. Each dance you learn can be used once, after which you must finish a long rest before using it again.
Dance save DC = (8+ your proficiency bonus + your Charisma modifier)
Shadow Strike
When you reach 2nd level, the unpredictable nature of your movements allows you to strike at your opponent from unexpected angles, granting you a damage bonus. Whenever you use Shadowstep, until the end of the current turn, your next attack deals an extra 1d6 damage. This damage increases at higher levels, as shown in the class table.
Performance Expertise
At 2nd level, you gain mastery over your body language, allowing you to project yourself in any way you wish. You gain double your proficiency bonus whenever you make a Charisma (Performance) check. Additionally, whenever you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can instead make a Charisma (Performance) check.
Shadow Magic
When you reach 3rd level, you learn to manipulate the essence of shadow. You can use your action to cast one of the following spells: blur, darkness, disguise self, mirror image,, or silent image. You can cast each spell once, after which you must finish a long rest before using it again. You gain 1 additional use of each spell at 5th and 7th levels. Additionally, you learn the spell invisibility, and can cast it twice using this ability, at 5th level and the spell gaseous form, and can cast it once using this ability, at 7th level.
Cloak of Night
At 4th level, the shadows become a place of refuge in addition to a useful tool for your arts. You gain darkvision of 60 feet. If you already have darkvision, its range increases by 60 feet. Additionally, so long as you are not in bright light and are hidden, you can use your bonus action to become invisible. This invisibility lasts until you move, take an Attack action, cast a spell, or are exposed to bright light.
Flexible Defense
At 6th level, you move with such grace and precision that even while surrounded, it is difficult for foes to pin you down. You cannot be flanked, and foes gain no advantage for having you surrounded. This includes the ‘adjacent ally’ required for rogue Sneak Attacks. However, a rogue still gains Sneak Attack if they have advantage on their attack roll against you.
True Shadowstep
At 8th level, you can shadowstep up to 60 feet. Additionally, you can peer through the shadows into any areas of dim or no light within 60 feet. Using this feature, you can shadowstep into areas you normally cannot see, such as to the other side of a wall or into another room.
Dance Mastery
When you reach 8th level, your Dance of Death becomes a thing of even greater mystery and lethality. You now activate the Master features of each dance while the dance is active.
Dances
Reaper’s Waltz:
While performing this dance, you deal an extra 1d4 damage with weapon attacks. Additionally, critical hits cause the target creature to gain one level of bleeding.
Mastery: When you use your shadowstep ability, until the end of your current turn, your next attack scores a critical hit on a 19 or 20
Midnight Quick-Step
You can shadowstep an additional 30 feet while you are performing this dance. Additionally, after using shadowstep, you turn invisible until the end of your current turn.
Mastery: When you use your shadowstep ability, you can also transport a single willing creature you are touching to a space adjacent to your destination point.
Marauder’s Bolero
While performing this dance, when you use your shadowstep ability, creatures within 5 feet of your destination point must succeed on a Dexterity saving throw or take 2d10 fire damage. Additionally, you can use an Attack action to hurl a ball of shadowy flame at a creature within 60 feet, dealing 2d10 fire damage on a hit. This attack uses your Dexterity modifier to hit, and you are considered proficient with it
Mastery: When you use your shadowstep while this dance is active, it creates a small patch of shadowy flames at your exit point which burns for 3 rounds. Any creature that moves through the area or ends its turn within the area takes 2d10 fire damage.
Turning Viper
While this dance is active, your shadowstep ability imbues your next weapon attack with poison. While this dance is active, your next successful weapon attack after shadowstepping deals an extra 1d8 poison damage. Additionally, when a creature deals damage to you with a melee attack, you can use your reaction to make an immediate melee attack against that creature.
Mastery: Your attacks gain an additional 5 feet of reach. If your weapon already has reach, it gains an additional 5 feet
Grim Calypso
While performing this dance, your shadowstep ability grants you 5 temporary hit points. Additionally, any creatures of your choice within 5 feet of your initial location when you use your shadowstep ability have their movement speed reduced by one half until the start of your next turn.
Mastery: Shadowstep now grants you 10 temporary hit points, and any time a creature deals damage to you while you have any number of these temporary hit points remaining, that creature takes 10 cold damage.
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