The Order of the  Darkness is a very strange one, it lives in the very darkness it fights, learning to use it to their advantage. in a ritual called the De Noctum, they spend months of their time in the inky blackness of a room filled with sentient magical darkness, being constantly bombarded with attacks by horrifying monsters and terrifying illusions. If the hunter does it without becoming insane or dying, they become infused with magic darkness and learn to use strange and powerful abilities, This also often manifests as physical features such as black eyes or tattoos. People who do this ritual end up being part of the Order of Darkness. The Order of darkness often  horrify with their abilities as the sight of darkness shaping into a monstrous creature or someone disappearing into the shadows  is often very surprising and frightening  

Nocturnal

As you have adapted to the night, your mind and body have gotten good at working in the shadows

You gain darkvision and can see through magical darkness, you also gain advantage on attack rolls in the  night or in darkness, you may also take the hide action in darkness

 While in direct sunlight, you have disadvantage on attack rolls, and on Wisdom (Perception) rolls that involves sight 

Embrace of Shadows

At 3rd level, you gain proficiency in stealth and gain an advantage on stealth check in places without direct sunlight. You can also travel into a small personal realm of darkness that allows you to hide and teleport. You can travel to an area of dark or dim light within 40ft of you and can become invisible while in darkness.  

Shadowed Blood

When you activate you Crimson Rite, shadowy tentacles are created fron the surrounding darkness to harm and restrain your enemy 

When you attack a creature using Crimson Rite they must succeed on a DC 12 Dexterity saving throw or  take a Crimson Rite die of piercing damage and be restrained until they succeed a DC 12 Dexterity saving throw

Dark Hands

Beginning at level 11, you can use your Shadowed Blood feature outside of Crimson Rite and can make them more useful. with this ability, the tentacles become hands able to grasp weapons and items. 

You can use this action 2 times per long or short rest

Animated Darkness

At 15th level, you have learned to give life to the very darkness that surrounds you, this gives you a deadly minion  that can be used and changed in many different ways  

                                                                                                               

 

Variations- You may choose three variations from the list, These Choices Are Permanent

 

Animated Shadow-You can cause your animated darkness to become similar to a clone, you are able to move it as a bonus action each round up to 30 feet and you are able to attack through it with the same weapon you are using but if your weapon has any special features the shadow only takes the appearance and the base damage, this weapon counts  as a magic weapon, you can also cast any spells you may use through this shadow 

Sharp Shadows-When a creature gets within 10ft of this creature the creature can use its action to create sharp tentacles of shadow to slash at the creature and  deal 2d6 slashing damage, this counts as a magic weapon 

Hungry Darkness- When a creature is within 10ft of the darkness, the darkness can force the creature to make DC 14 CON check or be swallowed by it, when swallowed it takes 1d4 necrotic damage per round and falls prone until the creature succeeds on DC 14 DEX saving throw.

Amorphous Darkness- With this variation, the darkness is amorphous, changing its size and form whenever it pleases with this it can fit through a 1-inch opening and is able to expand to at most 15ft by 15ft area, it can also change shape into things like keys and other items, also weapons. The items act like the original item including the weapons except they are counted as magical weapons 

The Cover of Night- When you activate this variation, the darkness covers you, creating a magical darkness that covers a 10ft radius of land that surrounds the area you inhabit moving with you 

Liquid Darkness- With this variation,  you cause  your darkness to turn into a slimy oily liquid  that can spread to a maximum of 10ft by 10ft radius when a creature enters this liquid it acts as rough terrain and gives the creature disadvantage on attack rolls 

Elemental Shadows- With this variation, you  give the darkness the ability to add an extra 1d6 Fire, Cold, Acid, Poison, or Lightning damage to any attack it does

Crushing Darkness - using this Variation, you allow your darkness to deal 1d8 bludgeoning damage to a creature that gets within 10ft and make that creature succeed on a  DC 13 DEX saving throw or be restrained

Fear of the Dark-  With this Variation, you cause a creature that has the darkness within its line of sight to become frightened

  

 

The Dark Form

At 18th level,  when you have more than a quarter of your health taken you become desperate and consume the shadows around you this causes you to become a monster imbued with darkness, from this you get an advantage on all attack rolls and can add  3d6 necrotic damage to any attack you take. you can also create a 20ft by 20ft  radius of magical darkness and you can attack up to three times with a action. 

Previous Versions

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