Base Class: Fighter
Harness the Power of Shadow for Stealth
Shadows practice stealth, harnessing the power of the Shadowfell. They strive in the darkness, drawing the gloom of there surroundings around themselves to hide, jump from shadow to shadow, and take on a wraithlike form.
Level 3: Shadow's Path
You have learned to draw on the power of the Shadowfell
Darkvision: You gain Darkvision with a a range of 60 feet. If you already have Darkvision, it's range increases by 60 feet.
Shadowy Apparitions: You know the Minor Illusion spell. Wisdom is your spell casting ability for it.
Level 3: Shadow's Appearance
You gain a strange gift that changes your appearance. Choose it from the Shadowfell Gifts table or determine it randomly
Shadowfell Gifts:
| d4 | Gift |
|---|---|
| 1 | Shadows swirl around you when you are taking a Short or Long Rest. |
| 2 | Your shadow does random actions when nobody is paying attention to it. |
| 3 | Your eyes have an almost black like appearance. |
| 4 | You smell faintly of ash, dirt, or smoke. |
Level 7: Shadow's Jump
When entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of your current turn.
Level 10: Shadow's Grasp
Shadows Wind: You can now expand a use of second wind to cast instantly succeed on all Death Saving Throws or cast Spare the Dying on an ally.
Shadows Crit: Your attacks with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on a d20.
Level 15: Improved Shadow's Jump
You can draw on your Shadowfell connection to empower your teleportation. When you use Shadow Step, you can now make an Unarmed Strike immediately after you teleport as part of the bonus action.
Level 18: Shadow's Life
You now can take on a shadowy form as a bonus action per turn. Your AC increase by your dexterity modifier. Also, you are now have resistance to Slashing, Force, Piercing, and Bludgeoning damage. You also do 3d10 extra Necrotic damage on to every attack you make.
This form can stays until you either dismiss it or have the incapacitated. There is no time limit as you do not draw the energy from yourself but from the Shadowfell. It takes a bonus action to dispel it. Though there are downsides to the time you spend in it.
| HOUR # | CONSIQUENCE |
|---|---|
| 1-2 | You blink in and out of the shadows unable to control the form. Make a constitution saving throw of DC 15, if you make it you stay in the form, if you fail the form is dispelled, no actual consequence, but you can't use it till the next day. |
| 3-4 | You are now permantly part shadow. If you end now you can maintain some part of yourself. You will have a shadowy body, swirls of dark matter flowing in and out of you, scaring anyone you talk with. You instantly succeed on all intimidation checks but fail any other charisma checks. This can never be reversed. |
| 5-6 | Your hit point maximum is now 20 less. This can only be reversed by a 4th level Dispel Evil and Good. |
| 6+ | You are now consumed by the shadow fell. You are now use the stat block of a Nightwalker, you can still control the body, but if you manage to return you will have no memory of your time as a NightwalkerThe only way rot reverse this effect is to cast a 8th level Dispel Evil and Good. |
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