1. Shadow Teleportation:
As a bonus action, you can teleport to any unoccupied space you can see that is in dim light or darkness, up to 60 feet away. This teleportation does not provoke attacks of opportunity. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses after a long rest.
2. Shadow Cloak:
You can cloak yourself in shadows, granting you advantage on Stealth checks while in dim light or darkness. Additionally, when you are in dim light or darkness, you have resistance to all damage types except radiant. This lasts as long as you remain in dim light or darkness.
3. Nightmare's Grasp:
As an action, you can summon tendrils of shadow to attempt to restrain a creature within 30 feet of you. The creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be restrained for 1 minute. A creature restrained by this effect can use its action to make a Strength saving throw at the end of each of its turns to break free. Once you use this ability, you cannot use it again until you finish a short or long rest.
4. Shadow Mastery:
When you reduce a creature to 0 hit points, you can use your reaction to absorb its shadow. You gain temporary hit points equal to half the creature’s maximum hit points (rounded down) and may use the Shadow Teleportation feature without expending a use of it until the temporary hit points are lost.
5. Shadowborn Resilience:
You have advantage on saving throws against spells and effects that cause fear, as your connection to the shadows fortifies your mind. Additionally, when you are reduced to half your hit points or fewer, you can use your reaction to regain hit points equal to your proficiency bonus at the start of the next round, once per long rest.
6. Umbral Inventory:
Your Umbral Inventory functions like a bag of holding, but the items are stored in a shadowy dimension. You can store up to 500 pounds of non-magical items or up to 100 pounds of magical items. The inventory has the appearance of a dark, swirling void that only you can access. It can hold a number of objects, but its weight limit must still be respected. Small items (Potions, maps, daggers) take 1 bonus action to pull out, however, bigger items (greatswords, armor, chests) take 1 action to pull out
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