Fighter
Base Class: Fighter

Tapping into the enigmatic force of shadows, you've mastered the art of stealth and shadow-based combat. Manipulating darkness to conceal yourself from adversaries, you excel at approaching them unnoticed and striking from behind. Those who enter your realm find it challenging to escape the shroud of darkness you command.

Shroud

Beginning when you choose this archetype at 3rd level, you gain the ability to seamlessly blend into dim light or darkness. As long as you are in dim light or in darkness, you can use your bonus action to take the Hide action, even if you are being observed. Additionally, you gain advantage on all of your Dexterity (Stealth) checks as long as you are within darkness. At 10th level, you also gain this advantage even when you are in dim light.

Abyssal Strike

At 3rd level, your connection to the shadows allows you to use them as weapons. When you take the Attack action, you can spend a bonus action to make another Attack action. Treat this as one of your weapon attacks, but has a reach of 10 feet, and it deals additional magical piercing damage equal to 1d6 + half your fighter level. The damage increases by 1d6 at the 10th level and 15th level.

Shadow Step

At 7th level, you gain additional 10 feet of movement within dim light or in darkness. Additionally, you can use your bonus action to instantly move up to 30 feet towards an unoccupied space in dim light or darkness that you can see. You cannot use this feature to move through an area that is in bright light. If you attack a creature immediately after using Shadow Step, your attack is considered a surprise attack.

Zone of Darkness

At 10th level, twice per long rest, you can use your action to create a 15-foot radius sphere of magical darkness centered on your location. The darkness spreads around corners and only you can see inside the sphere. If an area of this sphere overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. This last for 10 minutes or until you move out of the area. 

Additionally, upon using this feature, all creatures within the area of the sphere excluding you must make a Dexterity Saving Throw (DC = 8 + half of your fighter level rounded down). They are restrained until the end of their next turn on a failed save.

Mastery over Darkness

At 15th level, your connection to the shadows grants you the ability to see within darkness. You gain dark vision and the ability to see invisible creatures and objects within 40 feet around you as long as it is within dim light or darkness. Additionally, attacks targeted towards you can no longer have advantage as long as you are within darkness.

Warden of Shadows

At 18th level, you have mastered the art of controlling shadows to the point of becoming one. As an action, you can transform into a shadowy form, gaining the following benefits for 1 minute:

  • When rolling a Dexterity saving throw, you can roll a 1d6 and add it to your roll.
  • You gain resistance to nonmagical physical damage.
  • You gain immunity to necrotic and poison damage.
  • You can move through other creatures and objects as if they were difficult terrain. At the end of your turn, if you share a space with a creature, you deal 3d10 force damage to the creature. You also received half of that damage to yourself.

You can only use this feature once per long rest.

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