The Shadows are those who specialize in the impermissible. Fighting what's normal through necessity or through enjoyment or something beyond the both of them, the shadows of the planes will find a way to do what they want.
Shadows function off of a few core mechanics. These are the use of scathing strikes and specializations. And now here is the class.
Hit Dice: 1d6 per Shadow Level
Hit Points at 1st Level: 3 + your Constitution modifier
At Higher Levels: 1d6 (or 2) + your Constitution Modifier per level after 1st
Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: None
Languages: None
Equipment:
Any 1 equipment pack or tool
60 gold
You may have noticed there is a striking lack of proficiencies and that is due to the first feature of this class and the specializations.
At the first level, you gain access to learning specializations. It is a compact and focused aspect that shadows learn to be the most skillful at getting what they want. Specializations are similar to subclasses of other classes but each shadow will be able to take a primary and a secondary at later levels.
Primary specializations afford characters a plethora of features from level 1 up to level 20. Your primary specialization is chosen at level 1.
Secondary specializations will allow character to learn the 1st, 2nd, 3rd, and 5th level feature from another specialization. This specialization is chosen at level 7.
At the first level, each shadow unlocks scathing strikes when chosen their specialization. These are attacks that deal additional damage and and may have additional effects. They are activated by either attacking a target that is unaware of the incoming attack (such as using a hidden weapon), unaware of your presence, or by making an attack in the outlined conditions of your specializations / subclass. All scathing strikes follow the same damage progression and can only activate once per turn.
Damage of a scathing strike is depending on the number of levels in shadow of your character. The number of dice is equal to half your level and the size of dice is dependent on level ranges.
At 1st - 8th level the size of the dice is a d4. At 9th - 18th level the size of the dice is a d6. At 19th and 20th level the size of the dice is a d8.
Most shadows use codes to send messages and denote specific locations so the common folk are not aware of the dark dealings that may occur.
At the 2nd level, you become skilled at noticing this type of coding and can read and speak your local code. If you encounter any other codes or cants you are very skilled at learning them and can attain slight fluency over the course of 1d4 hours or attain a great measure of fluency if studied over 1d4 days.
At levels 4, 8, 12, 15, 17, and 19 you can increase any two ability scores by 1 or one ability score by 2.
You gain a level of magic innately that aid in your defense of mind and body. Both of these effects are always in effect unless you are forcefully incapacitated or the attack can not be affected by illusions / has advantage against illusions.
By 15th level, you have acquired greater mental Strength. You gain proficiency in Wisdom Saving Throws.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you.
At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the D20 roll as a 20. Once you use this feature, you can't use it again until you finish a rest.