Fighter
Base Class: Fighter

The shadow warrior often venture in dim and dark places to fight the creatures that dwell there. As such the shadow warrior is adapt to fight in the shadows. they even use the shadows to defeat there enemies. Be aware off the shadows you never know what is lurking there. 

Shadow Magic

At 3 level, You can use shadow magic to enhance yourself or your gear. You learn two shadow magics of your choice, from among the shadow magics described below, and each time you gain a level in this class, you can replace one shadow magic you know with a different one from this feature.

In addition once a round when an creature dies within 30 feet off you can collect there shadow to turn it in a shadow bead. When you are in dim light or darkness, you can activate your shadow magic by destroying one shadow bead. When you don’t have no more shadow beads left you can’t activated your shadow magic

You can have a maximum number of shadow magics and beads equal to your proficiency bonus.

If a shadow magic has a level requirement, you must be at least that level in this class to learn the shadow magic. If a shadow magic requires a saving throw, your shadow Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Shadow sense

With the help of shadows you bolster your senses. Your eyes turn black, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30. And you have advantage on Wisdom (Perception) checks

In addition you can activate this magic as a action. When you do so you get truesight for 1 minute with the same range as your darkvision

Shadow step

Shadows helps you to move better. Your movement speed increase by 10 feet and difficult terrain doesn't cost you extra movement 

You can activate this magic as an bonus action to Disengage.  

Shadow Blade

Shadows infuse with one of your weapons. The weapon has a gloom appears and gets the finesse property.

In addition you can activate this magic if you hit a creature with an attack with your shadow blade. You deal an extra 1d8 psychic damage. When you reach 10th level, the extra damage increases to 2d8 and at 18th level to 3d8

Shadow armer

When you aren’t wearing armor, shadows wrap around you. Your AC becomes 13 + your Dexterity modifier.

When another creature you can see within 60 feet of you is hit by an attack roll, you can activate this magic to use your reaction to force the attacker to reroll the d20 and use the new roll.

 

Shadow gloves

Shadows for gloves around your hand. You get proficiency in thieves tools and advantage to Dexterity (Sleight of Hand) checks

If you you hit a creature you can this magic. A shadow hand appears and grasp de target. The target must succeed on a Strength saving throw or be restrained by the shadows. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the shadow hand disappear.

A creature restrained by the shadow hand or one that can touch the creature can use its action to make a Strength check against your save DC. On a success, the target is freed.

Shadow cloak

Shadows form a cloak around you so you become difficult to spot and read. You get advantage to Dexterity (Stealth) and Charisma (Deception) checks

In addition you can activate this magic as an bonus action to Hide.

Shadow presence

Because of the shadows around you, you have an intimidated presence. You get advantage on Charisma (Intimidation) checks and advantage on saving throws you make to avoid being frightened  

As an action you can activate this magic to let a creature make a Wisdom saving throw. on a fail the target drop whatever it is holding and become frightened for 1 minute

While frightened by you, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Shadow skin (7 level)

Shadows infuse with your skin. You skin grey of color and you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can activate this magic as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute.

Shadow mind (7 level)

You bolster your mind with shadows. You gain proficiency in Wisdom saving throws and you can’t be surprised, except when incapacitated 

As a bonus action you can activate this magic, to let make a creature a strength saving throw against your DC. On a fail the creature is pulled up to 20 feet towards you or pushed 20 feet away from you   

Shadow aura

At 7 level, as an action you command shadows to dim al light in a sphere is centered on you, with a 20-foot radius. The sphere spreads around corners.In this sphere bright light become dim light and dim light become darkness. In addition, you and your allies have in this sphere in dim light half cover and in darkness ¾ cover.

The aura last for 10 minutes and you have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

 

Shadow mist

At 10th level, Shadows help obscure you from your environment. 

You are adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Shadow Walk

At 15th 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 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Shadow Form

At 18th level, if you are in dim light or darkness as an action you take the form off a shadow!. In this form you can hover and have a flying speed equel to your walking speed. Also you can move through a space as narrow as 1 inch wide without squeezing. and you become immune to the following conditions: Grappled, Prone and Restrained

You remain in this form for 10 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

you can use this feature twice and you regain all expended uses when you finish a long rest.

Previous Versions

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