ZephyrWay ofShadow

Level 3

Darkvision.

You gain Darkvision with a range of 60 feet

Shadow Arts.

You can expend 1 Burst of Speed to spread magical Darkness from a single point (or emanating from an object) within Reach 12 that fills a 3x3 square area. Darkvision can’t see through it, and nonmagical light can’t illuminate it. The darkness can be moved in any direction 6 spaces at the beginning of your turn for free, and dissipates if you lose Concentration.

Shadowy Figments.

You sculpt shadows within Reach 6 for 1 minute into the image of an object, such as a chair, muddy footprints, or a small chest (must be no larger than 1 space). The image can’t create sound, light, smell, or any other sensory effect. The image has no shadow of its own and so observant or intelligent beings may detect the subterfuge more easily. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Level 7

Shadow Step.

Action: While entirely within Dim Light or Darkness, you can teleport up to 12 spaces to another area that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the current turn.

Level 11

Improved Shadow Step.

When you use Shadow Step, you can expend 1 Burst of Speed to remove the requirement that you must start and end in Dim Light or Darkness. Additionally, whenever you Shadow Step, make an unarmed strike for free (only if desired, may count as Shadow Step's "next melee attack")

Level 15

Cloak of Shadows.

Action: while entirely within Dim Light or Darkness, you can expend 3 Bursts of Speed to shroud yourself with shadows for 1 minute, until you receive a Wound, or end your turn in Bright Light. While shrouded by these shadows, you are Partially Incorporeal and can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in. When you Swiftstrike by expending a Burst of Speed, you make two attacks instead.