Shadow

Dedicated to the shadows, the Shadowwalker employs cunning tactics and dark magic to eliminate targets. Skilled at finding weaknesses, the Shadowwalker ruthlessly exploits them. Experienced Shadowwalkers can merge with the darkness and move from shadow to shadow.

Abilities

Backstab

Once per round: When the Shadowwalker attacks a creature from behind, they deal extra damage equal to 1d8 for each two Level one has in the Shadow class. The dice from Backstab can not cause a critical hit. Attacks from behind include surprise Attacks (the opponent is unaware of your presence) and Attacks on enemies with an ally of the Shadowwalker on the opposite side. This also applies diagonally.

Example: The kobold K is fighting fighter Gohan. Shadowwalker Smirk moves 4 squares forward (from Gohan's perspective) and 1 square to the left. From there, Smirk throws a dagger at the kobold. He deals 1d4+3+1d8 damage.

Shadow Example

Death Nourishes the Shadows

When a creature within 18 sq of the Shadowwalker falls to 0 or less HP, the Shadowwalker gains 1 Mana.

Shadow Commands 

The Shadowwalker has a maximum Mana of 10+WIL and gets 5+WIL more each level. This Mana replenishes each Long Rest. With Mana, they can command the shadows in specific ways:

 

 

Name AP Mana Effect
Tear Open Wounds 1 2 Shadows shoot towards a creature that doesn't have full HP and is up to 6 sq away. They tear open the wound and deal 1d4*Level damage to their HP (ignoring DP).
Invisibility 2 4 Become invisible for 1 hour or until you spend Mana, use a skill or harm a creature.

 

Specialization

Hidden Blade

The Shadowwalker can conceal a blade or a small object, no larger than 15 cm (6 inches), on their person. This cannot be found even upon searching.

New Shadow Commands
Name AP Mana Effect
Mark Prey 0 2 Target a creature you can see. If the creature falls to 0 or less HP, you gain +1 AP, which you can use immediately, even if it's not your turn. If the creature doesn't fall to 0 or less HP by the beginning of your next turn, the mark expires.
Shadow Restraint 2 4 Target a creature within 9 sq. The enemy can no longer move. At the end of each of its turns, it can make a WIL Saving Throw to break free. The spell lasts for 1 minute.
Summon Darkness 2 6 Choose a square within a range of 12sq. Profound darkness envelops this square and all directly around it (3x3). Only magical light cast after the summoning can dispel the darkness. The spell lasts for 10 minutes.