Hunter bound to Darkness

Members of the Shadow order have their blood infused directly with a shadow demon's and those who survive after much physical and mental training the members learn to control the shadows. Members are able to harness the shadowfell itself to transform into hybrid Shadow Demons

Demon in the Shadows

With their bond to the shadows Members of the shadow order can let loose the power of the shadows and inflict fear into their enemies as a Shadow Demon. An aberration to nature, members can mow down their foes through shadowy might.

Bump in the Night

Hunters connected to the shadowfell, the order of the shadow work as one with the darkness stalking their prey through the inky black, striking with a demon's rage these hunters are in a consent struggle to keep their own evil at bay.

 

Shadow Form

Upon choosing this archetype at 3rd level, you begin to learn to control the shadows in your blood. As an action, you can transform into your Horror form. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

The benefits of this form replace the rules for Shadow Demon within the Monster Manual.

You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features:

Demonic Form. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Dexterity checks and Dexterity saving throws.

Hazed Form. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Unnatural Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.

Shadow Weakness. Your have vulnerability to Radient damages.

Demon's Rampage. When you reduces a creature to 0 hit points in your Shadow Form with a melee attack on its turn, you can take a bonus action to move up to half its speed and make a unarmed strike.

Bloodlust. At the start of your turn, if you’ve taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you’ve taken from attacks since your last turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw.

Demonic Boons

Starting when you choose this archetype at 3rd level,  You know the Eldritch Blast cantrip. You can cast the Hunter's Mark spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Fear spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

You also begin to become one with the shadows. You gain advantage on any(Stealth) checks in Dim Light or Darkness also 120ft of darkvision but while in sunlight, you have disadvantage on strength checks and saves also on Wisdom (Perception) checks that rely on sight.

Shadow's Boons

At 7th level, your speed increases by 20 feet. In addition, you gain the Shadow Stride feature, and your shadow form gains the Improved Unnatural Strikes feature, Corporeal Wings feature and Incorporeal Movement feature.

Shadow Stride. As a bonus action, you can step into a shadow within 5 feet of yourself and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 120 feet away. Both shadows must be cast by a Small or larger creature or object.

Improved Unnatural Strikes. When you have an active rite while in your horror form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Corporeal Wings. You have gained enough control of your shadow form to gain use of it's wings, gaining a flight speed of 40 feet.

Incorporeal Movement. The horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Devil's Boons

Starting at 11th level, you learn to unleash and control more of the shadows within. You can now transform into your shadow form as a bonus action, and your Horror transformation now lasts for up to 30 minutes.

In addition, your shadow form gains the Shadowed Regeneration and Deadly Precision features.

Shadowed Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Deadly Shadows. You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down).

Horrific Boons

Beginning at 15th level, you’ve honed your willpower to better resist the violent urges of your shadow form. Whenever you make a Wisdom saving throw to maintain control of your shadow form, you do so with advantage.

Given your time connected to the shadowfell, you now have 60 feet of truesight while in dim light or darkness.

In addition, your Horror form gains the lashing shadows attack.

Lashing Shadows (Once Per Transformation). Each creature within 60 feet of you, except allies, must succeed on a DC 16 Dexterity saving throw or take (4d8) necrotic damage. The dice increases to 5d8 at 17th level and 6d8 at 19th level.

Nightwalker's Boons

At 18th level, you have wrestled your inner Shadows and mastered it. You can now use your Horror transformation feature three times between rests.

You can control your size, reducing your size by 1 level and increasing your AC by your proficiency bonus or Increase your size by 1 level and do 1d4 + proficiency bonus extra damage. 

You also gain the Blood Curse of the Shadowfell for your Blood Maledict feature. This does not count against your blood curses known.

Blood Curse of Shadowfell. As an action, you can expel shadowy energies at any number of creatures within 30 feet, infecting their minds. Any of the target creatures that are in range must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or take 4d12 necrotic damage succumb to a different short-term Madness effect every round for 1d12 rounds. If they fail their saving throw by (10 - your wisdom modifier) or more, they succumb to a different Long-Term Madness effect every minute for 1d12 minutes. A creature that succeeds on this saving throw takes half damage and is immune to this blood curse's madness effects for the next 24 hours.

Amplify. This curse can target any number of creatures within 60 feet of you.

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