Shadow no jutsu
At 9th occultist level, you gain a number of shadow magic points equal to either your intelligence or wisdom modifier, whichever is highest.
You regain 1 SMP during short rests, and all SMP during a long rest.
Any time an ability would require spell ponts or rest dice, you can use shadow magic points in place of the requested resource. Unless otherwise stated, you cannot use shadow magic points to cast spells. The only exceptions are spells with the word "shadow" or "dark" in their name.
Any time an ability or effect would restore rest dice or spell points, you may choose to have any amount of the restored resources be turned into shadow magic points.
At 9th occultist level, you gain the following abilities:
Shadow clone - spend 2 rest dice as an action to create a tangible illusory double of yourself, which is identical in all ways except it only has 1 SP, 1 rest dice, only 1 block, and it only has 3d4 + 3 times your constitution bonus HP. Illusory items that are created along with it do not transfer any real magical properties but can appear to radiate them to creatures with aurasight. The illusory double can be dispelled at will, or after 1 minute. You share the perception of the double. When an illusory double casts a spell, it is instead cast at the spells level unlike a typical occultist whose spells are always cast at max level. All healing that shadow clones apply is reduced to 1/2 (rounded down,) and their death is not treated as a real sentient creature. Shadow clones cannot create more shadow clones.
Darksight - you permanently have perfect darksight (can see even in magical darkness)
Shadow cloak - spend 2 rest dice as an action to envelop yourself and the surrounding 70ft area in magical darkness and illusory smoke. This obscures aurasight, darkvision, and regular perception.
Darkwarp - you can spend 3 rest dice as an action to teleport to the plane of shadow, or to blink from the plane of shadows into the material plane. The plane of shadows is a projection of the material world which overlaps it.
At 9th occultist level, you gain access to the shadow mage upgrade tree, choosing 2 upgrades. You gain 1 extra upgrade on every following level-up.
Shadow mage upgrade tree
Shadow illusion spell points - Your SMP maximum is increased by 1. You can use SMP to cast illusions spells. When when doing so, you can increase the spells duration by 1 unit size category and doube the spells affected area size or number or targets.
Forced blind - You can spend 1 rest dice dice to force a creature within range to make a wisdom save. On a failure, they are blinded for 2d4+1 rounds, as well as making them visible from the plane of shadow for the duration, remaining visible for the duration even if the blinded effect is dispelled.
Consume light - You
Shadow clone mastery - The rest dice cost of creating a shadow clone is reduced by 1. The duration of shadow clones is increased to 5 minutes and they have 1d4 more HP.
Shadow clone gambit - You can spend 3 additional rest dice to create two additional shadow clones.
Shadow clone swap - You can spend 3 rest dice to swap places with a shadow clone as a bonus action. This is a blink and teleportation effect.
Rapid clone trick - You can now use your shadow clone ability as a bonus action.
Darkseer magic - Your SMP maximum is increased by 1. You can spend SMP to cast divination spells, but only so long as the target is not illuminated by the sun or an equivalent radiant cosmic source of light.
Shadow-haunt - If you are within 1 mile of a creature that is revealed by a divination spell you cast, you can spend 4 rest dice as an action until the end of your next turn to blink to a non-observed area within 30ft of the target.
Perfectde shadow-haunt - You can now shadow-haunt as a movement action, and the range is increased to 3 miles.
Counter-shade - You can spend 5 rest dice as a reaction to counter any divination or teleportation spell targeting you, granting you an intelligence save with advantage before the spell is resolved. If the save exceeds the spells DC, the spell is retargeted to any valid tile within 20ft of your choice, and the target is afflicted with dark-flame, taking 1d8 necrotic damage at the start of their round until dispelled.
Shadow cloak mastery - The range of shadow cloak is increased to 140ft, and all creatures affected must also make a wisdom save at the start of their round to not become distracted by whisps of darkness.
Shielded by shadow - while in magical darkness or while in the plane of shadow your AC, block checks, and saves gain a +1 bonus.
Evesdrop - While in the shadow cloak area, you can attempt to listen in on the surface thoughts of any creature within the area, and are made aware of all other creatures within the area of effect.
True nocturnal - You can function normally with a mere 1 hour of sleep. You recover one extra rest dice and SMP during a short rest.
Darkwarp mastery - The rest dice cost of darkwarp is reduced by 1, and casn be performed as either a bonus action or move action.
Shadow flight - While in darkness, you can spend 2 rest dice as an action to launch yourself as a shadowy whisp at the target location within 400ft. You must merely be aware of the location and do not require a direct line of sight, as the whisp form can maneuver with perfect precision. While in magical darkness or in the plane of shadow, the cost is reduced by 1 rest dice.
Anti-photosynthesis - While in magical darkness or the plane of shadow, you have regeneration 1.
Forced transfer - You can spend 4 rest dice as an action to force a creature in the material or shadow plane to make an intelligence save. On a failure, they are transported to the other plane.
Dark-flame magic - You gain +1 max SMP. You can use SMP to cast evocation spells that deal fire or necrotic damage. Fire damage dealt these spells is changed to necrotic damage, and the on-fire condition is changed to dark-flame, which deals 1d8 necrotic damage until dispelled or until they take radiant damage.
Dark-flame mastery - The dark-flame condition you apply now deals 1d10 necrotic damage at the start of creatures rounds.
Dire dark-flame - The dark-flame condition you apply now deals 1d12 necrotic damage. and can no longer be dispelled with radiant damage if it is less than 20.
Weave dark-flame - You may spend 1 rest dice to imbue dark-flame into a weapon, granting it an extra 1d8 necrotic damage on hit, and causing it to apply the dark-flame condition on a critical hit.
At 10th occultist level, you can learn one of the following abilities:
Enhanced shadow clone - You can spend 4 rest dice and 2d8 HP to create a single enhanced shadow clone, which has 1/2 your max HP, 1/2 your total spell points, 1/2 your shadow magic points, and 1/2 your total rest dice. It cannot create further improved shadow clones, but it can use all your shadow mage abilities. The enhanced shadow clone has its duration extended to permanent. You cannot have more than 1 enhanced shadow clone at a time.
Shadow cage - You can spend 1 spell point to force any number of creatures (up to your int bonus, min 1) within 30ft to make a dexterity save. The DC is increased by 2. Creatures that fail the save are restrained for as long as you maintain concentration, and creatures that succeed suffer the following partial effect: must make another dexterity save, becoming restrained on a failure. If you and a target are in darkness, then the range of the spell is extended to the range of your shadow cloak ability. If they critically fail either save, the effect is maintained by semi-real shadowy chains and does not require a concentration check and becomes permanent.
Darkspeed - So long as you are inside magical darkness, you gain an extra reaction, an extra attack, and 1 temporary block at the start of your turn which lasts until the next round.
At 11th occultist level, you can assume a non-material shadowy form as a bonus action, melding your carried items with you, remaining in it for up to 1d10 minutes, and you can leave it as a free action.
While in the form, you have a fly speed of 100ft, can pass through loose particulate matter (such as rocks or sand) at half speed, and cannot be targeted by ranged spells, are immune to non-magical weapon attack, are immune to poison damage, and are immune to acid damage.
In this state, you are treated as being in magical darkness, and you have vulnerability from radiant damage.
At 12th occultist level, you can must choose; to remain a master of shadow magic or become a permanent wraith.
Remain corporeal - Your rest dice maximum is increased by 1. All your shadow mage abilities are reduced in cost by 1 rest dice, down to a minimum of 0, during night, and you gain 3 occultist spells known. You age at 1/2 your natural rate.
Assume permanent wraith form - You are permanently under the effect of become shadow. Your rest dice maximum is increased by 6 and you become immune to cold and necrotic damage. You no longer age.