Fighter Subclass: Shadow Blade
Shadow Arts Starting at 3rd level, you gain the ability to harness the power of shadows to enhance your combat prowess.
- You gain advantage on Dexterity (Stealth) checks made in dim light or darkness.
- You also gain access to a pool of Shadow Points, which you can expend to perform various shadow-infused techniques. Your Shadow Points equal your Fighter level.
Shadow Techniques At 3rd level, you learn two Shadow Techniques of your choice from the list below. You learn additional techniques of your choice at 7th, 10th, 15th, and 18th levels. You can use only one technique per turn unless otherwise noted.
- Shadow Step: You can spend 1 Shadow Point to teleport up to 30 feet to an unoccupied space that you can see that is also in dim light or darkness.
- Shadow Strike: When you hit a creature with a melee weapon attack, you can spend 1 Shadow Point to deal an additional 1d6 necrotic damage.
- Cloak of Shadows: As a bonus action, you can spend 2 Shadow Point to become invisible until the start of your next turn or until you attack or cast a spell.
- Shadow Defense: When you are hit by an attack, you can use your reaction and spend 1 Shadow Point to impose disadvantage on the attack roll.
- Shadow Dodge: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction and spend 1 Shadow Point to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shadow Mastery At 7th level, your connection to the shadows deepens, granting you further abilities. You gain the following benefits:
- You can move through nonmagical difficult terrain without expending extra movement.
- You can use your Action Surge feature to use two Shadow Techniques in the same turn, but you cannot use the same technique twice in one turn.
Umbral Strike At 10th level, you learn to channel the darkness within you to empower your strikes. When you hit a creature with a weapon attack, you can spend 2 Shadow Points to deal an additional 2d6 necrotic damage.
Shadow Veil Starting at 15th level, you can weave shadows around yourself, becoming a ghostly apparition on the battlefield. As an action, you can spend 3 Shadow Points to enter the Shadow Veil for 1 minute. While in the Shadow Veil, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. Additionally, you have advantage on all attack rolls against any creature that can't see you. Once you use this feature, you can't use it again until you finish a long rest.
Shadow Born At 18th level, you become a master of shadows, able to bend them to your will with ease. You gain the following benefits:
- You have advantage on saving throws against being blinded, charmed, frightened, or deafened.
- You can spend 5 Shadow Points to cast the darkness spell, without expending a spell slot. Once you cast darkness with this feature, you can't do so again until you finish a short rest.