Fighter
Base Class: Fighter

Using their connection to the shadow allows for increase movement, more attacks, and scouting potential with minimal risk. There is great potential with ones connection to the shadows.

Arise

At 3rd level, you can use a bonus action to create a shadow of yourself. It is summoned from your shadow. This echo is a magical, black with blue highlight image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same dimensions as yourself. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it returns to the shadows.

    As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement.

     Your attacks can originate from your space or your shadow's space..

    Shadows have Opportunity Attack if a creature within 5 ft moves 5 ft or more.

Echo Rampage

At 3rd level, you can heighten your Shadow's Blood Lust. Whenever you take the Attack action, you can make an additional melee attack from the Shadow's position as well.

You can use this feature an equal amount to your Constitution modifier (a minimum of once). You regain all uses when you finish a long rest.

Shadowy Consciousness

Starting at 7th level, you can temporarily transfer your consciousness to your Shadow. As an action, you can see through your Shadow's eyes and hear through its ears. Your main body loses all hearing and sight potential. Effect is sustained for a maximum of 10 Minutes and you can end it at any time (requires no action). Maximum range of 1500ft.

Gloomy Sacrifice

Starting at 10th level, you can make your Shadows throw itself in front of an attack directed at another visible creature. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

Once you use this feature, you can't use it again until you finish a short or long rest.

Nebulous Protection

By 15th level, you've learned to absorb the dispersed energy of your Shadows. When an Shadow is destroyed via external forces, you may gain temporary hit points equal to 2d6 + your Constitution modifier (effect doesn't stack with other temporary hit points).

You can use this feature an equal amount to your Constitution modifier (a minimum of once). You regain all uses when you finish a long rest.

Misty Twins

At 18th level, you can use a bonus action to create two co-existing Shadows with your Arise feature. If you try to create a third echo, the previous two Shadows are destroyed. Anything you can do from one Shadow's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Echo Rampage feature left, you regain one use of that feature.

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7/28/2025 9:32:08 PM
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