Base Class: Warlock
You can channel your power through a weapon gifted by your pact holder, allowing you to summon it and brush through the front line, weaving between your enemies with easy as you slay your foes.
The Shadows influence
At level 1, you gain proficiency in one weapon of your choice, this weapon becomes the bond between you and your patron. If you take pact of the blade then it it applied to this weapon automatically and cannot be removed. This weapon cannot be taken off of you by anything less than a wish spell. If you lose the weapon then your pact is severed and your soul is torn from your body, having been attached to the weapon at the start of your pact.
You also gain proficiency in religion if you don't already posses it. You have expertise and advantage when rolling Intelligence(history) or wisdom(religion) to recall infomration about your pact holder or their practices.
Expanded spell list
At level 1, the Shadow lets you choose from an expanded list of spells when you learn a warlock spell.
Arcane Hand, Augury, Blinding Smite, Blink, Color Spray, Conjure Volley, Cordon of Arrows, Mordekainen's Private Sanctum, Phantasmal Killer, Shield of Faith
The Shadows Finesse
At level 6, the way you work in tandem with your blade gives you the abilities to use it in rather uncouth ways. You can use this a number of times equal to your charisma modifier, and you regain all expended uses on a long rest.
You can turn your sword into a grappling hook, allowing you to gain a climbing speed equal to your walking speed for a minute
You throw your sword beneath you, jumping onto it and gaining a fly speed equal to half your movement speed for one minute.
You gain the ability to run your hand along your blade, turning it to a cloak. You can drape the cloak over yourself to conceal the blade, as well as hide your identity.
The Shadow's archery
At level 10, your blade starts to change in your hand, turning into Stalis that is magical (for overcoming resistances). You are proficient in this weapon. You can use this feature two times per long rest.
The Shadow wields the longbow Stalis, the bow whose arrows herald the turning of the seasons. The Shadow is slow to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant.
Bow of the Wild. This divine weapon includes a longbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon’s long range. Additionally, Ephixis scores a critical hit on a d20
roll of 19 or 20.
Blessing of the Wild. If you are a worshiper of The Shadow, you gain all the following benefits for which you have the required piety:
Piety 10+. The bow grants the wielder a +5 ac
Piety 25+. The bow ignores immunities
Arrows of the Seasons. The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it’s used. The save DC against spells cast with the arrows is 18. Each arrow has a unique property:
Spring. As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours.
Summer. As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Shadow dog spawns where the arrow lands, being friendly to you and you and your companions. It acts directly after your turn. The emissary remains for 1 hour before fading away.
Autumn. As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there.
The Shadow's Mind
At level 14, you use your action to allow your sword (or bow) to act on its own accord. Roll a [roll]1d6[/roll] and use the corresponding effect. This can be used a number of times equal to your charisma modifier
1 Your sword attacks the closest enemy, even burrowing through objects and walls to reach them. This attack is an instant hit.
2 Your sword jumps from your hands and attacks all creatures within 10 feet of you, make a melee attack against every one of them before it returns to your hands.
3 You can instantly make two attacks, they must be against two separate targets. The targets must make a DC 18 con save or be lacerated by your blade. They take half the damage you delt to them this turn, over again on the start of their next turn.
4 Your sword finds the weakest spot on an enemy. You instantly make an attack against it with advantage. If you hit then you learn the resistances, immunities, and vulnerabilities of the creature
5 Your arms burst with a deep shadowy state, blazing with the fury of your patron. You gain an extra attack per turn if the attack is against the same creature. This lasts for 30 seconds
6 Your sword takes over, guiding you around for the next minute. You automatically make an attack against the nearest enemy as a free action at the start of your turn. You deal an additional [roll]2d6[/roll] on all attacks made with the sword while in this state. This can only be triggered once per long rest, if you roll it again then re-roll.
1 An arrow flies from the bow, attacking the closest enemy. It will phase through objects and walls to reach them. This attack is an automatic hit.
2 An arrow whips forward, attacking the nearest enemy. If the enemy dies from this arrow then it will move to another enemy within 40 feet. This can be triggered an infinite number of times.
3 A dark veil of shadows envelops you, giving all ranged attacks (And ranged spell attacks) disadvantage on you until the end of your next turn.
4 Your bow breaks down the center, splitting into two bows that you hold in both hands. A pair of shadowy arms appear from behind you, drawing back your bows for you. Make 4 attacks this turn.
5 A loud hymn erupts from your bow. All fey, fiends, undead, and aberrations within 60 feet must make a DC 18 wisdom saving throw or take [roll]4d8[/roll] psychic damage per turn they start in it. This hymn lasts for one minute
6 Your patron takes your bow from your hands. She stays stationary, the pair of shadowy hands holding the bow up in the air. You have a full range of motion while the bow has been lifted up. Your patron will fire 3 arrows from the bow per turn. In addition, if you get hit then your patron will shoot an arrow at the attacker, requiring no reaction from you. This feature can only be rolled once per long rest. If you roll this feature again then you must re-roll the dice
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