Fighter
Base Class: Fighter

For whatever reason, the fighter has a strong affinity to the plane of shadow. They can draw on it or step into it to aid both themselves and their allies

Umbra

Beginning when you choose this archetype at 3rd level, you gain a limited pool of umbra points you can use to draw on powers from the plane of shadow.

An Umbra Walker has a number of Umbra points equal to their charisma modifier plus their proficiency bonus. These points are reset upon completing a short or long rest.

Shadow walker

Starting at 3rd level you can either step into the shadow plane momentarily in order to grant yourself incredible agility on the battlefield, or tear from it wisps of darkness to blind a foe.

Shadow Step: Once per turn, you may spend one umbra point as a free action after you strike a target with a melee attack to teleport to a free space within 15 feet.

Clawing Shades: You may spend two umbra points to cast the spell 'Blindness/Deafness' but may only choose to blind the target. A spell cast in this way is always done so at 2nd level.

Shadow Call

Starting at 7th level, you may spend two umbra points once per short rest to cast the spell 'pass without trace'.

In addition, you have advantage on stealth checks while in areas of dim light or darkness.

Shadow Master

Starting at 10th level, you may use your Shadow Step ability as a reaction when an enemy misses you with an attack.

In addition, you may now teleport up to a range of 30ft.

Dimensional agility

Starting at 15th level, you can spend 3 umbra points to cast the spell 'Dimension Door'.

Shadewalker's Cowl

At 18th level, the shadows cling to your being and obscure your movement even in broad daylight. After spending any umbra points, until an attack hits you all attack rolls against you are made at disadvantage.

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