Base Class: Fighter
A loved one has died in your past. they were very significant to you. You try to grieve but you just cant, due to some magical connection you can start to feel their presence, they're right there beside you you find out moments later. due to your connection to them you can summon in their spirit. they can help with task and battle. they can communicate to you telepathically, others cannot hear unless they have a way to read thoughts.
Manifest shadow
required level:3
Channeling your loved one's spirit they manifest as a shadow. you must use a bonus action to do so. it occupies 1 the same size category as you, you must manifest in 15 ft of what you can see. After it fades away you must wait 3 turns (18 seconds) to manifest it again. you can dismiss it at will.
Your shadow has Half+dex modifier in AC. Your shadow starts with 1 hp and immunity to all conditions, they cannot gain temporary hit points nor heal. Your shadow gains 2 additional hit point at levels 5,7,9,11,13,15,17, and 19. Your shadow has 30 ft of movement speed, if your shadow is more than 30 ft away from you at the end of your turn it fades away. If it has to make a saving throw, it uses your saving throw bonus for the roll. Your shadow had a shadow version as what you're using. Your shadow can interact with physical objects.
you may use the shadow in the following way:
- As a bonus action, you can teleport, magically swapping places with your shadow at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take an attack action You may also command your shadow to attack something within it's range, this includes ranged and melee attacks, your shadow cannot cast spells.
- When a creature that you can see within 5 feet of your Shadow moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the Shadow’s space.
Shadow Of Battle
Required level: 3
Your shadow has seen enough of battle, using some of its spirit energy it summons an illusion infront of an enemy of your choice's eyes, making everyone appear to be acting out actions they just did . the enemy has to be within 60 ft of the shadow for Shadow of Battle to be put on it however after that it doesnt mattter the distance of the target to the shadow, the shadow of battle remains until succeeded against.
Your shadow must have existed for 2 turns before using this. The enemy, confused by whats happening has disadvantage against attack rolls, additionally if the enemy moves it must roll a 1d4 to see if it moves the direction it wants to go, on evens it succeeds, on odds it stumbles 5 feet in a random direction. at the start of the enemy's turn it must roll a intelligence saving throw to get rid of the Shadow of battle, the Dc is 15+intelligence modifier of the shadow knight.
additional uses can be unlocked at levels 5, 8, 11, 14, 17, and 20. you may not have multiple creature's under the effect of the same shadow knight's shadow of battle at the same time. you recover uses of this after a long rest.
Fatal Fading
Required Level:7
Your shadow knows itll come back later, deciding to use its last bit of time in this moment to weaponize it's exit. when your shadow drops to 0 hitpoints any creature in a 10 ft radius of a sphere friend or foe must succeed a dc 10+quarter dex score of the shadow knight dex save to take half damage. the damage dice is 1d6 initially however an additional 1d10 gets added at levels 10 and 15.
this does not trigger if you dismiss it or if it fades because it was more than 30 ft away from you.
Spirit of the Wild
Required level: 10
Your shadow has learned how to speak with other spirits, before your shadow is manifested it does something based off of the spirit it was last communicating with.
1. Spirit of Snail: your shadow's movement speed is halved
2. Spirit of Cat: when you command your shadow to do something roll 1d4, if its a 1 your shadow ignores your command.
3. Spirit of Fly: your shadow has 3/4ths health
4. Spirit of Chicken: Your shadow has to roll 1d20 at the start of each turn, if it rolls a 3 or lower it fades, triggering fatal fading with the benefit of the damage being automatically halved.
5. Spirit of Monkey: On the first attack role of your shadow's duration it has advantage
6. Spirit of Commoner: Your shadow starts with 1 additional hitpoint
7. Spirit of Rabbit: your shadow gains 1 more attack per action
8. Spirit of Beaver: your shadow does 1d4 extra piercing damage on a successful attack
9. Spirit of Pig: your shadow starts with 3 additional hitpoints
10. Spirit of Eagle: your shadow starts with wings, gaining flight for its duration
11. Spirit of Snake: your shadow gains the ability to sneak attack for its duration
12. Spirit of Wolf: The damage from fatal fading is converted into healing for your allies
Hasty Shade
Required level: 15
Your shadow has been getting used to its abilities, it gains 1 more attack per action.
Shady Regeneration
Required level: 18
Your shadow at this point is used to your bond, it enjoys it, its ok with it. its spirit energy is abundant. as a result of these the resummon time is reduced to 2 rounds and no longer takes a bonus action.
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Posted Mar 3, 2024To clarify: "half+dex modifier in ac" means half your ac plus dex modifier in ac