Fighter
Base Class: Fighter

"It's not who I am underneath, but what I do that defines me." Shadow knights embrace the darkness within themselves to become a living conduit of shadowy necrotic energy, waging war as darkness itself.

Shadow Knights gain the following abilities: 

Embrace the Darkness

During a short or long rest you can spend one hour absorbing energy from the shadows. For the next 8 hours this you gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet.

In addition, you can use some of the shadows you absorbed to cast pass without trace without components and without using a spell slot. You can cast the spell in this way a number of times equal to 1/2 your Wisdom modifier rounded up (minimum of once). You regain all uses of this ability each time you finish a long rest.

Shadow Weapons

When you use your Embrace the Darkness feature you can use the collected shadows to create any simple or finesse weapon, or imbue a weapon your holding with shadows.

Properties- A shadow weapon inflicts necrotic damage and retains the properties of the weapon form it takes. The weapon also attracts additional shadow causing the area in a 10 foot radius to darken. In this area bright light becomes dim light, and dim light becomes darkness. you can only possess  one shadow weapon at a time, and the darkening feature is only in effect when unsheathed. 

Ranged Weapon - Creating weapons with the ammunition property also creates a shadow version of its required ammunition. This ammunition dissipates on impact and reappears instantly in hand. This ammunition has 20 charges and can be recharged by using a bonus action to gather more shadow. Physical ammunition can be fired from this weapon.

Thrown weapon - When throwing a shadow weapon with the thrown property, the weapon dissipates on impact and reappears instantly in hand. This weapon can be used in this way 20 times and can be recharged by using a bonus action to gather more shadow.

Two weapon fighting- Creating a weapon with the light property creates two identical weapons.

Magical weapons - If you are holding a magical weapon, you can instead imbue the weapon with shadow. The weapon retains its normal traits, but now does necrotic damage and has the darkening feature.  A weapon that emits light or does radiant damage cant be modified in this way.

Shadow Shield - Instead of creating a weapon, you can choose to create a shield. This increases your AC by 2 and has the darkening feature.

Shadow Techniques

Protective Shroud - When you or a creature you can see within 30 feet of you is hit with an attack, you can use your reaction to wrap them in a shroud of shadow energy. Roll your shadow die and the damage taken is reduced by the amount rolled plus your wisdom modifier. 

Shadow Blast - When you hit a creature with an melee attack from your shadow weapon you can cause shards of shadow to fracture off and hit surrounding enemies. Roll your shadow die and add the amount to the attacks damage roll. In addition, all creatures you choose within 15 feet of the target takes necrotic damage damage equal to the amount rolled.

Shadow Penetration - When you hit with a ranged or thrown shadow weapon you can cause the shadow energy to penetrate through targets. Roll your shadow die add the amount to the attacks damage roll. In addition, all creatures of your choice in a straight line of the shot up to the normal range of the weapon take necrotic damage equal to the amount rolled.

Shadow Change - When you’re within 5 feet of a creature on your turn, you can expend one shadow die to engulf yourself and an ally in shadow. Under that cover you switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the shadow die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Shadow Precision - When you make a weapon attack roll against a creature with your shadow weapon, you can expend one shadow die to add it to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.

 

Become the Darkness

At 7thth level your ability to consume and manipulate the shadows has progressed to the point that you have the ability to create darkness. When you use your Embrace the Darkness feature you now gain devil's sight out to 10 feet for up to 8 hours. Additionally, you  gain the ability to cast the Darkness spell without components or using a spell slot using this ability can be used up to 1/2 your Wisdom modifier rounded up (minimum of once). You regain all uses of this ability after a long rest. 

Shadowy Presence

You are truly in touch with the darkness within you. At 10th level you become immune to the frightened effect. In addition you become proficient in the intimidation skill and gain expertise if you are already proficient.

Bulwark of Shadow

As a bonus action, you can roll a shadow die and choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to that roll. Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.

 

Shadowstep

You can use a bonus action to teleport to a location in darkness or magical darkness up to 60 feet away. This does not use any movement, any attacks from that location on the same turn have advantage and are considered a critical hit on a 19 or 20.

Previous Versions

Name Date Modified Views Adds Version Actions
12/14/2020 3:59:27 AM
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12/14/2020 4:07:07 AM
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Shadow Knight Image

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