The shadowdancer was always one of my favorite prestige classes from the 3.x era. I was never big on the prestige classes, but I always had a soft spot for the Shadowdancer. I decided to take a break from writing Hubris stuff (hey, I go where the muse tells me), and decided to DCCify it! Hell, I may even put it in Hubris.
Here it is as a PDF: Shadowdancer
Where a common thief uses the darkness and night to aid in their illicit acts, you have fully embraced it, truly making it your ally. You have some strange ability to merge with the shadows, becoming completely invisible in them, and even travel through them to another location!
You are the ultimate assassin, able to kill your prey, and then move yourself from harm before the alarm is even sounded. You are highly sought after in the underworld, and you smirk at the various rumors that fools speak about you in hushed tones. You laugh gleefully when you see a mark huddled in their room, surrounded by torches, as if the light would keep them safe from your blade. The fools! Never realizing that eventually the darkness will come… and with it death.
Hit Points: A Shadowdancer gains 1d6 HP per level.
Weapon Training: Shadowdancer’s are proficient with the following weapons: barbed net*, blackjack, blowgun, bolas*, crossbow, dagger, dart, hand crossbow* longsword, net*, shortsword, shortbow, sickle*, sling, spiked chain*
*= weapons in the Hubris campaign setting.
Alignment: A shadowdancer cherishes secrets and lies, and revels in the chaos of striking unsuspecting targets. All shadowdancer’s are chaotic by nature.
Hide in Plainsight- A shadowdancer is able to hide in shadows even while being watched as long as they are within 10’ of a dimly lit area. A shadowdancer is able to hide themselves even out in the open so long as there is shade, where a normal person is not.
Thief Training– A shadowdancer has picked up some thief along the way and selects six thief skills (DCC pg 38) at level one and levels them up according to the chaotic tree.
Cantrip– As per the spell (DCC, pg 130). A shadowdancer rolls d20 + level + Luck modifier and consults the spell table in DCC. A shadowdancer cannot spellburn for this ability. Armor affects this ability.
Darkness– As per the spell (DCC, pg 258). A shadowdancer rolls d20 + level + Luck modifier and consults the spell table in DCC. If the shadowdancer roll a 1 on their ability check they have a 50% chance to suffer corruption: 1-2) Minor Corruption; 3-5) Major Corruption; 6) Greater Corruption. Rolling a one on the check also results in losing the ability for 24 hours. A shadowdancer cannot spellburn for this ability. Armor affects this ability.
Darkvision– The shadowdancer’s eyes become black pools of swirling darkness, allowing them to see in the dark (even magical darkness). The shadowdancer rolls d20 + level + Luck modifier. Consult the table below:
|1||Lost (24 hours). Failure. Blinded for 2d3 hours.|
|2-11||Lost (24 hours). Failure|
|12-13||See in normal darkness 15’ for 1 turn.|
|14-17||See in normal darkness 30’ for 1 turn.|
|18-19||See in normal darkness 60’ for 1 turn.|
|20+||See in darkness (even magical) 120’ for 1 turn.|
Shadow Defense– The shadowdancer is able to wrap the darkness around them and gain extra protection.
|1||Lost (24 hours). Failure. Weakened (suffer extra 2d3 damage per attack for 1d4 hours).|
|2-11||Lost (24 hours). Failure.|
|12-13||+1 AC for 1 turn.|
|14-17||+2 AC for 1 turn.|
|18-19||+2d2 AC for 1 turn.|
|20+||Gain DR of 2d3 (must be rolled with each attack) for 1 turn.|
Shadow Jump– A shadowjumper is able to manipulate the very darkness itself and create a portal that allows them transport to another spot of darkness or shadow nearby. While to others this ability may seem instantaneous, the shadowjumper is actually traveling through the realm of the shadow and sometimes attracts the attention of less desirable entities. Armor affects this ability.
|1||Lost (24 hours). Failure. And Worse! Make a Luck Roll- failure means you have attracted the attention of a 1) Shadow Imp (type 1 demon); 2) Lesser Shadow (1/2 all stats, no Strength drain, pg 425-426); 3) Shadow (pg 425-426); 4) Shadow Horror (type II demon) and it emerges 1d4 rounds after you attempted to travel through a shadow. Rolling a critical failure on the Luck roll means that you jump into the shadow into their waiting arms and are never heard from again.|
|2-11||Lost (24 hours). Failure.|
|12-13||You are able to travel up to 30ft through the shadows.|
|14-15||You are able to travel up to 60ft through the shadows.|
|16-17||You are able to travel up to 120ft through the shadows.|
|18-19||You are able to travel up to 240ft through the shadows, or you and another target can travel 60ft.|
|20+||You are able to travel up to 480ft through the shadows, or you and another target can travel 120ft.|
Luck: A shadowdancer factors in their luck modifier on their Shadow Abilities.
|Level||Attack||Crit Die/Table||Action Die||Ref||Fort||Will|