Fighter
Base Class: Fighter

Shadow Knights pull magic from the infinite Darkness of Shadowfell to Awaken their own Shadows and strenthen their martial powers. They master ancient and forbidden arts that teach how to use their Shadow as a weapon, wandering close to the dangers of the maddening shadowy realm. A Shadow Knight seldom travels in a Group, too strange are his abilities for the most and too content is he with nothing but the company of his own Shadow.

Twilight Tongue

When you choose this Archetype at 3rd level, your connection to the Shadowfell gives your words more power against the minds of the weak. Choose on of the following skill proficiencies: Deception, Intimidation or Performance. You gain proficiency in the chosen skill and your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

Deception

You gain proficiency in Deception. Your proficiency bonus is doubled for any Deception check you make.

Intimidation

You gain proficiency in Intimidation. Your proficiency bonus is doubled for any Intimidation check you make.

Persuasion

You gain proficiency in Persuasion. Your proficiency bonus is doubled for any Persuasion check you make.

Living Shadow

Starting at 3rd level, you know the secret means of invoking your own shadow. As a bonus action, you can invoke your Shadow within 5 ft. of you, appearing as a dark and featureless copy of your own form. It obeys your commands and can understand you telepathically. The Shadow has your size and uses your armor class, ability modifiers, speed and proficiency bonuses. It does not occupy its space and can move through other creatures spaces. The Shadow is not a creature but it can be attacked, and damaged by spells and damaging effects. If the Shadow takes any damage it disappears. You can dismiss the Shadow at will (no action required).

Whenever you take the Attack action on your turn the Shadow can make one melee attack with its shadow blade. On a hit, it deals psychic damage equal to 1d8 + your Charisma modifier and has a bonus to the Attack roll equal to your proficiency modifier + your Charisma modifier. This attack's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

When you invoke your Shadow using this feature, and as a bonus action while your shadow is invoked, it can move up to its speed and use one of the actions below:

Encroaching Shadows

If the Shadow is within the space of another Creature that is 1 size larger than you or smaller, it can attempt to bind the creature in its darkness. The target must succeed on an Intelligence saving throw against a DC equal to 8 + your proficiency modifier + your Charisma modifier or be Restrained until the Shadow is no longer in its space. At the end of each of its turns, the target can make an intelligence saving throw to end this effect. While the shadow restrains a creature it cannot make any attacks.

Shadow Swap

Choose a Humanoid within 60 ft. of you. Your Shadow adheres to him in the form of a regular shadow and you take the targets shadow as your own. While your Shadow is on the creature, you can wear its shadow, magically making yourself look like the target. When you dismiss or recall your Shadow, you give back the targets shadow and learn its current location.

Umbral Step

Starting at 7th level, you and your Shadow act as one entity, giving you the ability to change places. As a bonus action, while your Shadow is invoked and within 60 feet of you, you can teleport to the Shadows space and the Shadow teleports to yours. Alternativly, while your Shadow is invoked and within 60 feet of you, when you get hit by an attack, you can use your reaction to teleport to the shadows place. The attack hits your Shadow instead and it disappears.

You can use this feature a number of times equal to your Charisma modifier and you regain all expended uses when you finish a short or long rest.

Herald of the Dark

Starting at 10th level, the Shadowfell has noticed your existence and grants you its favor. You gain the following benefits whenever you use your Fighter class features:

Mercy of the Gloaming Court

Whenever you use your Second Wind feature, you can chose any number of creatures within 30 feet of your Shadow. Each creature gains temporary hit points equal to your Fighter class level + your Charisma modifier.

Decree of the Gloaming Court

Whenever you use your Action Surge feature, you can chose any number of creatures within 30 feet of your Shadow. The targets can't take reactions until the end of your next turn.

Gift of the Gloaming Court

Whenever you use your Indomitable feature, you gain a bonus to the saving throw equal to your Charisma modifier.

Shadow Walk

Starting at 15th level, your connection to the Shadowfell has grown so that you can use your Shadow as a conduit to the realm of darkness. Whenever your Shadow hits a creature with an Attack, you can force the creature to make a Charisma saving throw against a DC equal to 8 + your proficiency modifier + your Charisma modifier. On a failed save, the creature and your Shadow are transported to a random location in the Shadowfell. Alternetavly, as an Action, you can teleport up to seven willing creatures that are touching your Shadow between planes, as with the planeshift spell. However, your only targets can be the Shadowfell and the Prime Material Plane, and you can only use this feature when you are on those planes.

Once you have used this feature you can't use it again until you finish a long rest.

Second Self

Starting at 18th level, your Shadow is an almost perfect representation of yourself and can aid you like real being when it is with you. Whenever you make an attack roll, ability check, or saving throw, you can give yourself advantage on that attack roll, ability check, or saving throw. If your shadow is invoked while you do so, it disappears, coming to your aid. Once you use this feature you can't use it again until the start of your next turn.

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