Fighter
Base Class: Fighter

A master of shadows, you can make the shadows into a weapon or a tool. When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called shadow dice.

Shadow Ability

When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called shadow dice.

Techniques. You learn three of your choice, which are detailed under “techniques” below. All are a full action to use and you can use only one technique per attack.

You learn two additional of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.

Shadow Dice. You have four shadow dice, which are d8s. A shadow die is expended when you use it. You regain all of your expended shadow dice when you finish a short or long rest.

You gain another shadow die at 7th level and one more at 15th level.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of Darkness

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Techniques

The techniques are presented in no particular order.

Black Binding

When you use black binding you call upon the shadows to obey your command and attempt to ensnare the target. Even if the target succeeds the saving throw you deal the shadow die roll + your fighter level of damage to the intended target.

Blackout

You can expend one shadow die to blind a target who fails a WIS saving throw (DC {{savedc:str,dex}}). Upon failing the saving throw the target is blinded for a number of rounds equal to 2 + the shadow die roll.

Consuming Shadow

You can use a shadow die to gather shadows that allow you to more easily survive the effects of spells whether targeted or saved effects. When you roll your shadow die for this ability the number will dictate one of two effects depending on the type of spell aimed at you.

- Targeted Spells: The rolled number on your shadow die is removed from each instance of magical damage you take for 3 rounds.

- Saved Effects: The rolled number on your shadow die is added to your save for each instance of spell that induces a saving throw for 3 rounds.

This technique is dispelled by radiant damage.

Dark Possession

You can expend one shadow die to move a targeted creature that fails a DEX or STR saving throw (DC {{savedc:str,dex}}) from one shadow to another. Additionally, if you choose to swap positions with them you can also expend your action to attempt to deal damage to them as your positions are reversed. When only moving a targeted creature they have to fail the saving throw in order to be moved, but if it is a friendly creature it may choose to fail the throw. When swapping you may attempt to swap with a creature of your size or smaller so long as there are shadows through which to step and you add your shadow die roll to the damage roll of the attack

Dark Presence

You can expend a shadow die to induce fear in your foes who fail a WIS or CHA saving throw (DC {{savedc:str,dex}}). Your mastery of the shadows allows you to cloak yourself in the darkness around you and make your visage a nightmare to behold.

Incidious Shadows

When you hit an opponent you can expend one shadow die to leave behind traces of your shadows. The shadows you leave behind deal damage to the target each round for a number of rounds equal to the roll of your shadow die. The target may end this effect early by succeeding on a CON saving throw (DC {{savedc:str,dex}}).

Shade Slide

You can expend one shade die and add it to a stealth roll as long as there are shadows for you to use nearby. Additionally, you have to be able to break the line of sight with your foes or they will have advantage against this stealth check if you have already been detected. If you were undetected then there is no such penalty.

Shadow Eyes

You are able to spend a shadow die to use the shadows to aid you in scouting your surroundings. You gain advantage on perception checks made at night or in dark places and you can add the roll of your shadow die to the skill check.

Shadow Mire

You expend one shadow die and sweep your blade about you and the shadows collect on the ground slowing enemies who get too close. Enemies who get within 10 feet of you are still able to move but it is considered difficult terrain. This area lasts 2 + the shadow die roll rounds of combat.

Shadow Shield

By expending one superiority die you may add the roll to your AC for 3 rounds. You gather the shadows about you and it makes it harder for your opponent to land targeted attacks on you. However, it does nothing against AOE damage and is immediately removed by any radiant damage taken.

Shadow Shot

You can expend one shadow die to augment your next attack with shadows, allowing you to hit a single target at up to triple your normal range. This attack deals the same damage as if you had attacked the target physically with your blade. The shadow die roll is added to the damage of the attack.

Shadow Slash

You can expend one shadow die to augment your next attack and hit more than one opponent at the same time. All targets must be within your melee range, and all attacks function as normal, you can add your shadow die to your rolls to hit the targets. You gather the shadows to your blade and it lends a speed to your strike that allows you to continue across all those already within your melee range.

Shadow Step

You can expend one shadow die to step through the shadows like a doorway, but you cannot linger there. You can step from one shadow to another within sight. You use half of your movement speed regardless of the distance covered by using this ability.

Shadow Strike

When you take the Attack action on your turn, you can call the shadows to your aid cloaking your weapon in shadow. When you do so expend one superiority die to be added to your attack's damage should you hit.

Shadow Surge

You can expend one shadow die to gather the shadows around you onto your blade, but instead of striking a target, you strike the ground. The collected shadows surge forth as crescent-shaped blades dealing 1d4 per fighter level of slashing damage to all targets who fail the save, and half as much to those who succeed. The blades fill a circular area 15 feet in diameter.

Shadows Aid

You can consume a shadow die to give yourself advantage on your next attack. You use the shadows around you to make it harder for your opponent to see your attack coming.

Umbral Health

You can spend a shadow die to give your umbral hound a health boost. Roll your shadow die and your roll is added to the health total of your currently summoned Umbral Hound.

Umbral Hound

At seventh level you can summon a shadowy beast to your aid. Once per long rest you can spend your bonus action to call to the shadows to summon an Umbral Hound to harass and attack your foes. It can range up to 120 feet from you and uses Dire Wolf statistics except for the following changes:

- Its size category is medium not large.

- Its HP is equal to the roll of 2 of your shadow dice,

- It can pass through objects, and creatures as though it was difficult terrain. If it ends its turn inside an object it takes 1 of your shadow die in force damage.

- If the Umbral Hound has tasted its target's blood then it can detect it anywhere up to three miles away until the Hound is destroyed, or is dispelled.

The Hound can only function on its own to do simple claw attacks (as dictated by Dire Wolf stats) and to follow its most recent target. However, you can expend your shadow dice to have the Hound do other things in your stead. All techniques performed by the Hound use d6's as its shadow die and otherwise follow the same rules as your usual techniques. When you summon the Hound it appears out of the deepest shadow within 30 feet of your character and will automatically target the last creature you targeted most recently unless that is no longer possible. If that is no longer possible then the Hound will then target the closest non-allied creature.

The Umbral Hound will return to the shadow in three circumstances:

- Its HP falls to 0 without you using a shadow die to replenish its health.

- It is dispelled by a Counterspell or other such magic destroying ability of equal or greater level to half your fighter level rounded down.

- Five minutes pass.

Improved Shadow Ability

At 10th level, your shadow dice turn into d10s. At 18th level, they turn into d12s.

Umbric Aura

Starting at 15th level you gain a shadow die upon entering combat unless you have not yet used any. Additionally you gain advantage on combat rolls at night or in dark places.

Improved Shadow Ability

At 18th level, your shadow dice turn into d12s.

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