Barbarian
Base Class: Barbarian

To be continued

Veiled Rage

Starting at 3rd level, you learn to control the very darkness around you to assist in staying hidden. When you enter a rage, shadows wrap around you, inhaling light and sound around you. 

Your movements and attacks are entirely silent and you gain a bonus to your Dexterity(Stealth) checks equal to your Constitution Modifier. Also, you gain Darkvision out to a range of 30 feet if you do not already have it, and your rage does not end early if you end your turn in dim light or darkness. 

When you enter your rage, you may choose to link your shadow to a number of willing creatures that you can see within 10 feet of you equal to your Proficiency Bonus. These creatures gain these same benefits, using your Constitution modifier for the bonus to their Dexterity(Stealth) checks. These effects end if the creature moves more than 10 feet away from you.

Fear of the Dark

When you force a creature to make a saving throw using one of your Path of Shadows abilities, the dc of that saving throw is equal to 8 + your Constitution modifier + your Proficiency bonus. This is known as your Shadow Save DC. 

Also at 3rd level, the very darkness that you employ is able to cloud the sense of others and bring about their primal fear of the shadows. Once per turn, when you hit a creature with a melee attack, you can wrap your shadow around them. 

The creature must make a Wisdom Saving Throw. If the creature fails, it becomes Frightened. While the creature is Frightened in this way, it becomes unable to speak, make sound, and is considered lightly obscured as if in dim light. The affected creature may repeat the Saving Throw at the end of each of its turns, but makes the roll with Disadvantage if it remains within 10 feet of you, as your shadow keeps hold of theirs. If the creature moves more than 10 feet away from you, they are no longer Frightened. If a creature succeeds on this Saving Throw, they are immune to being frightened by this effect for the next 24 hours.

In addition, when you hit a creature that is Frightened, you may deal an extra amount of Psychic damage to that creature equal to your Constitution modifier. You may deal this extra damage once per turn.

Shadow Tether

Beginning at 6th level, your command over the shadows allows you to cause panic in enemies using their own shadows. As a Bonus Action, you can choose a number of creatures within 30 feet of you that you can see equal to your Constitution Modifier. That creature must make a Wisdom Saving Throw or become Frightened as its own shadow lashes out and grips it with umbral tendrils. While Frightened in this way, the creature’s speed is halved as it tries to wrestle itself out of its shadow's grasp. The creature may repeat the Saving Throw at the end of each of its turns, ending it on a success. You may use this feature a number of times equal to your Proficiency Bonus and you regain all uses of this feature when you complete a Long Rest.

Umbral Veil

At 10th level, when you or a creature you can see within 30 feet is hit by an attack, you can use your Reaction to shield them in their own shadow. The creature’s AC is increased by an amount equal to your Constitution modifier. If the attack misses as a result of this, the attacking creature must succeed at a Wisdom Saving throw or become Frightened of the target creature for one minute. The creature can repeat this save at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your Proficiency Bonus and regain all uses of it when you complete a Long Rest.

Alone in the Dark

Upon reaching 14th level, your mastery over darkness has reached its apex. You can use your Action to target a creature you can see within 60 feet. The target is immediately consumed by their own shadow, becomes Incapacitated, and is heavily obscured by magical darkness in a 10 foot radius. At the start of each of its turns, it must make a Wisdom Saving Throw. On a failure, the creature takes 2d12 Psychic damage and remains trapped in its own shadow. On a success, it takes half as much damage and the effect ends. 

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