Base Class: Fighter
Shadow Knights are members of a small and secretive but highly influential order of warriors who use stealth and surprise as their fighting style. It is rumored that the founders of the order were blessed, or cursed, by the Shadowfell to become invisible, and that they trained and perfected this power over time to pass it to their trainees. In the battlefield, the Shadow Knight hides in the darkness, then springs upon their enemies with full strength to defeat them in one fell swoop.
Vanish
Beginning when you choose this archetype at 3rd level, shadows aid you in hiding from your enemies on the battlefield.
As a bonus action on your turn, you may cast invisibility on yourself that lasts for 2 rounds instead of a minute. You can cast it a number of times equal to the higher of your Strength and Dexterity modifiers, per long rest. Dexterity is your spellcasting ability for the spell.
Whenever you break your invisibility by attacking an enemy with the Attack action, your first successful attack of the turn does an extra 2d6 force damage.
Improved Vanish
Starting at 7th level, whenever you cast invisibility, it does not require concentration. The bonus force damage from Vanish is increased to 4d6.
Shadow Parry
At 10th level, whenever you take damage from a melee attack, you may use your reaction and spend a use of Vanish to negate the attack's damage and instantly deal 4d6 force damage to the attacker.
You may use this feature once per short or long rest.
Dark Tendrils
Starting at 15th level, whenever you break your invisibility by attacking an enemy with the Attack action, all enemies within 15 feet of you, including the target of your attack, must make a DC 15 Dexterity saving throw, or take 3d6 force damage and be knocked prone.
Dark Resilience
At 18th level, your number of uses of the Vanish feature per long rest is doubled, and is now twice your higher (Dexterity or Strength) modifier. Also, whenever you spend a use of the Vanish feature, you restore 2d10 hit points.
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