Base Class: Fighter
The shadows accept very little, allowing only those born or molded by it's inky abyss. The ability to warp them is far and few between, only mastered by those willing to lose themselves in it's unending void. Many residents of the underdark train to become such people, as do some who feel like the shadows are the only place left to turn to.
Wanderers, loners, and people forgotten by the light find themselves drawn to become Shadow Slashers. They warp the darkness to grant themselves incredible offense and defense, with the potential to create truly never ending abyss.
Shadow Control
3rd-level Shadow Slasher feature
You hold an intense amount of control over the shadows and darkness around you. This control is represented by your Shadow dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various powers you have, which are detailed below.
Some of your powers expend the Shadow die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Shadow dice when you finish a long rest.
When you reach certain levels in this class, the size of your Shadow dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Shadow dice.
Shadow Shield. As a bonus action you can expend a Shadow die to warp the shadows around you into a protective aura. The aura extends from you out to an amount of feet equal to double the number rolled on the die. Damage that allies in the aura take from magical attacks is reduced by your intelligence modifier (minimum reduction of 1). The aura disappears at the start of your next turn.
Shadow Strike. You can propel yourself forward when attacking from the shadows. When you use the Attack action while in dim light or darkness, you can expend a Shadow die to teleport up to 10 feet before your first attack to an unoccupied space you can see. If the attack hits, you can add your Shadow die to the damage roll of the attack.
Shadow Steps. You can expend a Shadow die to take the dash action as a bonus action. If you take the dash action in this way, your jump distance and height increases a number of feet equal to two rolls of your Shadow die.
Shadow Sight. You can expend a Shadow die to see through any darkness. You gain darkvision out to a number of feet equal to two rolls of your Shadow die multiplied by 5. This darkvision can see through non-magical and magical darkness. If you already have darkvision, you instead gain additional darkvision range equal to the number rolled.
Well of Shadows
7th-level Shadow Slasher feature
You have obtained a deeper well of control over shadows and their possibilities. When you finish a short rest, you regain one Shadow die. Additionally, when using Shadow Strike or Shadow Steps, you may spend another Shadow die to double the amount of dice rolled by the feature.
Shadow Self
10th-level Shadow Slasher feature
You have become one with the shadows, allowing you to become intangible when need be. You are always considered in dim light or darkness for the purposes of any abilities which require you to be and you have advantage on any ability checks or saving throws made to avoid or escape non-magical restraints or grapples.
Umbral Cleave
15th-level Shadow Slasher feature
Your cuts can sever the shadows from your foes, making them anomalies in the light. When you hit an attack using your Shadow Strike power, you can use your reaction to spend a Shadow die to steal your targets shadow. While your target is missing their shadow, they take Radiant damage equal to three rolls of your Shadow die if they start their turn in bright light. Additionally, if a shadow-less target is resistant to radiant damage, they no longer have this resistance while missing their shadow. This lasts for a number of rounds equal to one roll of your Shadow die, before the targets shadow reconnects to their original host.
Abounding Void
18th-level Shadow Slasher feature
As an action, you can sacrifice the shadows on and around you to deliver a devastating impact of total darkness. A pure line of shadow, 100 feet long and 15 feet wide, blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw (DC: 8 + your proficiency bonus + Intelligence modifier). A creature takes Force damage equal to eight rolls of your Shadow die on a failed save, or half as much damage on a successful one.
Afterwards, you lose your shadow and the benefits of your Shadow Self feature for an amount of rounds equal to a roll of your Shadow die. While without your shadow, you're treated as the target of your Umbral Cleave feature.
Once you use this feature, you can’t do so again until you finish a short or long rest, unless you expend three Shadow dice to use it again.
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