Fighter
Base Class: Fighter

There's many way to use the forces of our world to our advantage. A Shadow Warrior chooses to get close to the obscure one. No matter if it's by a long exposition to dark magic or by a contact with another plan, the Shadow Warriors learned to bend the shadows to their will.

Shadow Weapon

Starting at 3rd level, you can bind yourself to a weapon by imbuing it with shadow. The ritual for this lasts 1 hour (can be performed during a short rest). At the end of the ritual, the blade of your weapon (if any) becomes imbued with shadow and becomes entirely black.
When attacking with a bounded weapon, you can aim your attack at your shadow to attack a creature you can see within 60 feet from its shadow. When you do this, you gain advantage and double your proficiency bonus for that attack.
In an area of ​​darkness, your attack can hit anywhere in your line of sight if you are able to see in the dark.
You can use this ability 2 times. You regain the spended uses after a short or long rest.

Dark Spotting

Starting at 7th level, your bond with the shadows is strengthened and you are able to read them.
As a bonus action, if you are in an area of ​​dim light or darkness (magical or otherwise), you have the ability to determine how many other creatures are within a 165 feet radius cylinder centered on yourself. If certain creatures within Dark Spotting's range are in strong light, they will not be detected.
This ability can be used once before having to take a short or long rest to recharge it. Dark Spotting can be cast as a ritual spell (10 minutes) without expending its use if a caster with at least one dark-related spell assists.

Dark Shackle

At 10th level, you capture the shadow of your enemies to prevent them from fleeing. After you make an attack using your shadow, you can capture the shadow of the creature you attacked as a bonus action. By doing so, the speed of the creature as well as yours is reduced to 0. You must use one of your hands to keep the obstruction active, so you cannot use a two-handed weapon or one that requires charging. However, a shield continues to provide its AC bonus.

During its turn, the restrained creature can use its action to try to get rid of its restraint. It must succeed on a strength saving throw with a DC equal to 10 + your strength modifier + your proficiency bonus.

Dark Shackle ends if you are forcibly or voluntarily moved or as a bonus action during your turn.

This ability cannot be used in an area of ​​darkness.

The number of Shadow Weapon uses increases by 1.

Dual Shadow Weapon

Starting at 15th level, you have even greater control over the shadows around you. When you use Shadow Weapon, you simultaneously launch two attacks on two separate targets. You roll attack and damage rolls separately for both targets, and can only bind one of them with Dark Shackle.
The number of Shadow Weapon uses increases by 1.

Black Grip

Starting at 18th level, as an action, you can force a creature in your field of vision to move by shooting its shadow. Roll an opposing Strength roll with advantage against the creature you wish to move. If you succeed, you move the targeted creature up to 10 feet in a direction of your choosing.
If you target a creature affected by Dark Shackle, you can move it or pull yourself towards it up to 10 feet as a bonus action.
Moving a creature other than you does not provoke an opportunity attack.
The creature can choose to fail at the opposition. This ability cannot be used in an area of ​​darkness.

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