Base Class: Fighter
Gaining a Shadow core you gain a wellspring of Shadow Fragments that fuel abilities listed in this subclass. When you expend Shadow Fragments you can recover them by having your Shadow devour the defeated foes shadow.
Level 3: Shadow Core
You harbor a wellspring of Shadow within yourself. It is represented by your Shadow Fragments, which fuel powers you have from this subclass. The Shadow Core table shows the die size and number of these dice you have when you reach certain Fighter levels.
| Fighter Level | Die Size | Number |
|---|---|---|
| 3 | D6 | 4 |
| 5 | D8 | 6 |
| 9 | D8 | 8 |
| 11 | D10 | 8 |
| 13 | D10 | 10 |
| 17 | D12 | 12 |
Any features in this subclass that use a Shadow Fragment use only the dice from this subclass. Some of your powers expend the Shadow Fragment, as specified in a power’s description, and you can’t use a power if it requires you to use a die when all your Shadow Fragment are expended.
You regain one of your expended Shadow Fragment when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
Raise Shadows. When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Shadow Fragment, roll the die, and reduce the damage taken by the number rolled plus your Constitution modifier (minimum reduction of 1), as you create a momentary shield of Shadow force.
Shadow Strike. You can wrap your weapons with Shadow. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Shadow Fragment, rolling it and dealing Force damage to the target equal to the number rolled plus your Constitution modifier.
Shadow Hop. You can teleport. As a Magic action, choose one point you can see within 30 feet of yourself. You transport up to 30 feet to an unoccupied space you can see.
Once you take this action, you can’t do so again until you finish a Short or Long Rest unless you expend a Shadow Fragment (no action required) to restore your use of it.
Manifest Shadow
3rd-level Shadow Legacy feature
You can use a bonus action to magically manifest an Shadow of yourself in an unoccupied space you can see within 15 feet of you. This Shadow is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another Shadow, or until you’re incapacitated.
Your Shadow 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 size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your Shadow is ever more than 30 feet from you at the end of your turn, it is destroyed.
You can use the Shadow in the following ways:
- As a bonus action, you can teleport, magically swapping places with your Shadow at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the Shadow's space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your Shadow moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.
Unleash Incarnation
3rd-level Legacy of Shadow feature
You can heighten your Shadow’s fury. Whenever you take the Attack action, you can make one additional melee attack from the Shadow’s position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Shadow Serpent
The manifested tattoo of the Serpent can be used in a number of ways. As an action you can have it devour any weapon to save that form and its attributes. You can save a number of forms equal to your Constitution modifier.
You can use this feature number of times equal to your Constitution modifier (a minimum of once). You can replace existing forms by erasing them from your shadow. If you save more than the allowed amount the oldest form is removed.
Level 7: Shadow Adept
You have mastered new ways to use your Shadow abilities, detailed below.
Shadow Movement. As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn. Once you take this Bonus Action, you can’t do so again until you finish a Short or Long Rest unless you expend a Shadow Fragment (no action required) to restore your use of it.
Shadow Thrust. When you deal damage to a target with your Shadow Strike, you can force the target to make a Strength saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.
Shadow Avatar
7th-level Legacy of Shadow feature
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. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your Shadowis being used in this way, it can be up to 1,000 feet away from you without being destroyed.
Level 10: Shadow Guard
You have Resistance to Necrotic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Shadow Fragment (no action required) and end every effect on yourself giving you those conditions.
Shadow Martyr
10th-level Legacy of Shadow feature
You can make your Shadow throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the Shadow to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your Shadow.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Level 15: Wall of Shadow
You can shield yourself and others with Shadows. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Constitution modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Shadow Fragment (no action required) to restore your use of it.
Reclaim Fragments
15th-level Legacy of Shadow feature
You’ve learned to absorb the fleeting magic of your Shadow. When an Shadow of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Level 18: Shadow Master
You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Constitution. On each of your turns while you maintain Concentration on it, including the turn when you cast it, you can make one attack with a weapon as a Bonus Action.
Once you cast the spell with this feature, you can’t do so in this way again until you finish a Long Rest unless you expend a Shadow Fragment (no action required) to restore your use of it.
Shadow Legion
18th-level Legacy of Shadow feature
You can use a bonus action to create two Shadows with your Manifest Shadow feature, and these Shadows can coexist. If you try to create a third Shadow, 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 Unleash Incarnation feature left, you regain one use of that feature.
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