Base Class: Fighter
A mysterious and feared frontline warrior of the Darkest Depths, the Shadow Knight has mastered the art of using access to the shadow realm to summon shadows of themselves to aid them in battle. Surrounded by shades of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
Manifest Shadow
3rd-level Shadow Knight feature
You can use a bonus action to magically manifest a shade of yourself in an unoccupied space you can see within 15 feet of you. This shade is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another shade, or until you’re incapacitated. This shade can take 1 of two forms. It can either be a full-body apparition or a shadow hand and can change at will for 1 bonus action to either form.
Your full-body apparition shade has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the shade to move up to 30 feet in any direction (no action required). If your shade is ever more than 30 feet from you at the end of your turn, it is destroyed.
Your shadow hand shade has AC {{14+proficiency#unsigned}}, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your bonus for the roll. It is the size of your hand, and does not occupy a space unless it is holding something tangible. If your shade is ever more than 30 ft. from you at the end of your turn, it is destroyed.
You can use the shade in the following ways:
Full-body Apparition shade:
- As a bonus action, you can teleport, magically swapping places with your shade at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the shade’s space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your shade 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 shade's space.
Shadow Hand shade:
- Treat as the spell mage hand with indefinite duration or until killed.
Unbridled Shadows
3rd-level Shadow Knight feature
You can heighten your shade’s fury. Whenever you take the Attack action, you can make one additional melee or ranged attack from the shade’s position depending on which type of
weapon you used during the attack action. The same weapon must be used in the Unbridled Shadows attack.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
You also learn to cast the spell Darkness 3 times per long rest without verbal or material components.
Shadow Step
At 3rd level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You may not shadow step in armor that puts you at disadvantage with stealth skill.
Shadow Avatar
7th-level Echo Knight feature
You can temporarily transfer your consciousness to your shade. As an action, you can see through your shade's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your shade is being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Shadow Martyr
10th-level Echo Knight feature
You can make your shade throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the shade to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your shade.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Reclaim the Shadows
15th-level Shadow Knight feature
You’ve learned to absorb the fleeting magic of your shade. When a shade of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
We are Legion
18th-level Shadow Knight feature
You can use a bonus action to create two shades with your Manifest Shadow feature, and these shades can coexist. If you try to create a third shade, the first shade created is immediately destroyed. Anything you can do from one shades position can be done from the others instead. Unbridled Shadows attacks now come from both shades instead of only one and may have separate targets.
In addition, when you roll initiative and have no uses of your Unbridled Shadows feature left, you regain one use of that feature.
Previous Versions
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