Darkin Sneaking through the shadows of the ever bustling city, a woman steps into the shadows and reappears in the shadow of her target over 100 feet away. She summons a dark tendril to do her bidding, tearing the man apart. Running away from a mob that chases after him, the man clad in nothing but his britches jumps into a nearby alley. Here he pulls the shadows around himself and weaves a cloak of darkness. His not-cat friend telling him when the mob eventually passes by. Darkin are those who have found their home and strength in the shadows. They are granted powers over the darkness, and become one with it as they associate themselves with a Daemon of their own. The Darkin class is influenced by Jay Kristoff's The Nevernight Chronicle. Daemons of the Dark Darkin are still a mystery to many, stories of their powers being blown out of proportion. There are tales told of their presence curdling milk and spoiling food as they draw near. Despite this, there is some truth to the destructive power that they wield. Darkin find their power through the shadows of the world and the darkness found within. Through the manipulation of shadows, they find the ability to move unseen, reach places previously unavailable, and even harness the darkness as a weapon. Darkin are not alone in their journeys as they attract a Daemon which accompany them. These entities take the form of some sort of small to medium animal which feed off of the fear of their darkin. Made of shadows, they have little effect over the physical plane. Creating a Darkin When making a darkin, consider how your character would make use of their Darkin abilities. Was this person previously religious and is in denial of what they are? Has your character decided to make use of their talents and use them to their advantage on the battlefield? Or do they sneak through the shadows and eliminate their enemies with no one knowing any better. What form has your Daemon taken, when or how did they approach you, and what are they like? Quick Build You can make a darkin quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Class Features As a darkin, you gain the following class features. Hit Points Hit Dice: 1d8 per darkin level

Hit Points at 1st Level: 8 + Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per darkin level after 1st Proficiencies Armor: Light

Weapons: Simple Weapons, Choice of 1 Martial Weapon, Hand Crossbows

Skills Choose one type of artisans's tools

Saving Throws: Dexterity and Wisdom

Skills: Choose two from: Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Sleight of Hand, or Stealth. Equipment You start with the following equipment, in addition to the equipment granted by your background: Leather armor

(a) Two simple weapons or (b) a simple weapon and a martial weapon

(a) Hand Crossbow and 20 bolts or (b) 20 Throwing Knives

One artisan tool kit

(a) A dungeoneer's pack or (b) an explorer's pack Spellcasting The power you possess grants the ability to call upon the darkness to do your bidding. As you level, you will gain access to several spells and abilities which will call upon this power. Cantrips At 1st level, you know Grasp of Darkness and Shadow Strike from the darkin spell list. Spell Slots The darkin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these darkin spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 2nd Level and Higher At 2nd level, you learn how to call upon the shadows to use more advanced techniques. You learn the following spells at these levels: 2nd level - Shroud of Shadows

4th level - Shadow Step

6th level - Conjure Shadows

8th level - Shadow Storm Spellcasting Ability Wisdom is your spellcasting ability for your darkin spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a darkin spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You require no spellcasting focus as you serve as the conduit to your darkin spells. 1

The Darkin Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Spellcasting, Antithesis of Fear, Power in Darkness 2 0 — — — — — 2nd +2 Shroud of Shadows 2 1 3 — — — — 3rd +2 Schools of the Maw 2 1 3 — — — — 4th +2 Ability Score Improvement, Shadow Step 2 2 3 — — — — 5th +3 Extra Attack 2 2 4 2 — — — 6th +3 Enter the Daemon, Conjure Shadows 2 3 4 2 — — — 7th +3 Schools of the Maw Improvement 2 3 4 2 — — — 8th +3 Ability Score Improvement, Shadow Storm 2 4 4 3 — — — 9th +4 Spreading Darkness 2 4 4 3 2 — — 10th +4 Schools of the Maw Improvement 2 4 5 3 2 — — 11th +4 Extra Attack (2), Sleeping Shadows 2 4 5 3 2 1 — 12th +4 Ability Score Improvement 2 4 5 3 2 1 — 13th +5 One with the Dark 2 4 5 3 3 2 — 14th +5 Schools of the Maw Improvement 2 4 5 4 3 2 — 15th +5 Midnight's Assailant 2 4 5 4 3 3 — 16th +5 Ability Score Improvement 2 4 5 4 4 3 1 17th +6 — 2 4 5 4 4 3 1 18th +6 Conduit of the Dark 2 4 5 4 4 3 2 19th +6 Ability Score Improvement 2 4 5 4 4 3 2 20th +6 Extra Attack (3) 2 4 5 4 4 3 2 Antithesis of Fear Darkin attract to them a creature known as a Daemon. Daemon are not well recieved by the majority of people, so they live in your shadow and avoid being sighted. Beginning at 1st level, you gain a Daemon which offers the following: The Daemon takes the form of any small or medium sized beast. It does not take their combat stats, and cannot fight or be killed. Their personality often reflects the animal tendencies of the form chosen, but this is up to Player or DM discretion.

The Daemon speaks common and 1 other language of your choice.

The Daemon has a movement speed equal to yours.

The Daemon consumes the fear of whoever's shadow it resides in. This gives advantage to saving throws against intimidation, as well as any checks against fear or courage.

You may request for your Daemon to reside in another's shadow to grant the previously mentioned benefits to them.

You may request your Daemon to act as a messenger, scout, or sentry for you. It travels 45 miles per day unless they manage to secure quicker travel.

Your Daemon will retreat from you if you take Radiant damage in combat, returning when combat is over.

If your Daemon leaves you (to reside in another's shadow, as a command, or after taking Radiant damage), you lose all of these abilities and you roll at a disadvantage on any intimidation or fear-related saving throws. Power in Darkness As a darkin, you find that you have better control over your abilities when you are not in direct sunlight. As a result, your abilities have additional features when cast in dim light or darkness. Beginning at 1st level, the following abilities have additional features when cast in dim light or darkness: Grasp of Darkness

Shadow Strike

Conjure Shadows

Shadow Step

Shadow Storm

Shroud of Shadows At 20th level, all darkin spells receive the effects of Power in Darkness. 2

Schools of the Maw At 3rd level, you have found a school within the Red Church which you excel at. This includes the following schools: Songs, Secrets, Truths, and Mirrors. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Enter the Daemon Beginning at 6th level, your Daemon now has a small influence over the material realm. It may now bring any small or medium object (equal to the Daemon's size) with it into the shadows. Spreading Darkness Beginning at 9th level, you may order your Daemon to any unobstructed 5-by-5 foot location within 150 feet that you can see. This location becomes either dim light or darkness. Sleeping Shadows Beginning at 11th level, you gain a number of temporary hit points equal to your darkin class level if you take a short rest in dim light or darkness. One with the Dark Beginning at 13th level, you gain Darkvision to a range of 60 feet. If you already had Darkvision, this range is extended to 120 feet. Midnight's Assailant Beginning at 15th level, you may now enter into a state of complete power over the dark. As a bonus action on your turn, you may enter into this state of power if you reside in darkness. This lasts until a minute passes or the darkin is damaged by Radiant damage. While in this state, you gain advantage on all spell attacks that you make, and enemies roll at disadvantage on all spell saving throws they make against your spells. In addition to this, all of your spells gain the effects of the Power in Darkness ability. Once you use this feature, you must finish a long rest before you can use it again. Conduit of the Dark Beginning at 18th level, you may now use your Daemon as a conduit for your spellcasting. When your Daemon is within 150 feet of you, you can cast your spells through it. All of these spells will be cast as if they are being used in dim light or darkness. Schools of the Maw Not all darkin find themselves within the School of the Maw, but each seems to excel in one of the skills associated with the Schools of the Red Church. Each school will offer you different features allowing you to excel in different aspects. School of Songs The School of Songs focuses on martial expertise and one's ability to best their opponent on the battlefield. Those who focus on this school excel in battle using techniques gained through sparring and rigorous training. Bonus Proficiencies When you join the School of Songs at 3rd level, you gain proficiency with martial weapons, medium armor, and shields. Fighting Style Beginning at 3rd level, you can select a fighting style from the fighter class. These include: Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. From the Shadows Beginning at 7th level, Shadow Step no longer imposes disadvantage on any of your attacks made the turn you cast it. 3

Improved Critical Beginning at 10th level, your weapon attacks score a critical hit on a roll of 19 or 20. Additional Fighting Style Beginning at 14th level, you can choose a second fighting style from the Fighter class. School of Secrets The School of Secrets focuses on the larcenous arts. Those who find themselves exceling in Secrets find that they have no problem sneaking into places that they should not be, or acquiring anything which does not belong to them. Bonus Proficiencies When you join the School of Secrets at 3rd level, you gain proficiency with Thieves' Tools, the Forgery Kit, and Shortswords. If you are already proficient with either of these, choose another tool proficiency for each proficiency you already have. Quick Feet Beginning at 3rd level, you find that you are much more agile. You can take a bonus action on each turn in combat. This bonus action can only be used to take the Dash, Disengage, or Hide action. Dodge of Another Beginning at 7th level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you. Speed of the Thief Beginning at 10th level, your movement speed permanently increases by 10 feet. In addition to this, you no longer receive a penalty in movement speed while climbing. A Theft of the Schools Beginning at 14th level, you may gain any one ability granted from the School of Songs, Truths or Mirrors. School of Truths The School of Truths focuses on the art of venomcraft. Those who find themselves exceling in Truths find that they have a talent in concocting venoms, poisons, and weirdglass, and more importantly, making use of them. Bonus Proficiencies When you join the School of Truths at 3rd level, you gain proficiency with the Poisoner's Kit and Herbalism Kit. If you are already proficient with either of these, choose another tool proficiency for each proficiency you already have. Envenom Weapon Beginning at 3rd level, you may use an action to apply a venom onto your weapon or ammunition (x10) of your choice that remains there until an hour passes or it is removed. This venom deals 1d4 Poison damage, increasing to 2d4 at 8th level, 3d4 at 13th level, and 4d4 at 18th level. Weirdglass Beginning at 7th level, you learn how to craft Weirdglass. Only a darkin has the ability to use these alchemical items. There are 3 variants of Weirdglass which you may craft, each requiring an hour and 5 gold of alchemical materials to prepare six. These are the following styles of Weirdglass: Shadowglass: You may use an action to throw this small black sphere. The range is 60 feet. On impact, the Shadowglass shatters releasing a cloud of smoke that is 10-feet in radius. The smoke sets the area to dim light if it was previously bright light, or to darkness if it was previously dim light.

Swoonglass: You may use an action to throw this small white sphere. The range is 60 feet. On impact, the Swoonglass shatters releasing a cloud of swoon on a target. Any creature hit must make a Constitution saving throw against your spell save DC. They roll at advantage if they are Huge or larger. Any creature which fails is knocked unconscious for 1 minute, awoke by a loud noise or physical touch, or take any damage.

Fireglass: You may use an action to throw this small red sphere. The range is 60 feet. On impact, the Fireglass shatters into a firey explosion that is 5-feet in radius. Any creatures caught in this explosion must make a Dexterity saving throw against your spell save DC. Any creature who fails takes 3d6 Fire damage. Creatures take half damage on succeeding this saving throw. Resistance Training Beginning at 10th level, you gain resistance against Poison damage and gain advantage on poison saving throws. Master Alchemist Beginning at 14th level, you learn the secret properties of Potions of Healing. You may now spend 30 minutes and an amount of gold pieces to increase any healing potion to the next respective stage of healing potion. The following costs are: Potion of Greater Healing (4d4+4) - 25gp

Potion of Superior Healing (8d4+8) - 100gp

Potion of Supreme Healing (10d4+20) - 300gp Once you use this feature, you must finish a long rest before you can use it again. School of Mirrors The School of Mirrors focuses on the art of speech and acting. Those who find themselves exceling in Mirrors find that they have no problem finding the perfect words to say or actions to perform in whatever situation they may be in. Bonus Proficiencies When you join the School of Mirrors at 3rd level, you gain proficiency with the Disguise Kit, Deception, and one other Charisma-based skill of your choice. If you are already proficient with either of these, choose another skill or tool proficiency for each proficiency you already have. Charm of the Mirror Beginning at 3rd level, you gain access to the Charm Person spell. 4

Expert Negotiator Beginning at 7th level, you gain expertise on any Charisma based skills that you have. The Silver Tongue Beginning at 10th level, you may use an action to attempt to dissuade an enemy within 30 feet from attacking you, and redirect them to another target. The enemy must make an Intelligence saving throw against your spell save DC. On a fail, the target will move their max movement speed towards this target and attempt to attack them. This ability can only be used on creatures that you share a language with and have an Intelligence score above 4. Once you use this feature, you must finish a long rest before you can use it again. Flesh Weaving Beginning at 14th level, you have managed to learn the basics of the Ashkahni magik of flesh weaving. You may now sculpt the skin and muscle of your body as if it were clay during a long rest. You may make yourself appear up to 1 foot taller or shorter than you are, change the appearance of your body weight or physical appearance, and even appear as another race of the same size as you. However, this magik does not give you the ability to create tails, horns, wings, or scales. Your in game statistics do not change after undergoing the Flesh Weaving. Multiclassing Prerequisites: To qualify for multiclassing into the darkin class, you must meet these prerequisites: Dexterity of 13 and a Wisdom of 13

Proficiencies: When you multiclass into the darkin class, you gain the following Proficiencies: Light Armor, Choice of 1 Martial Weapon, Hand Crossbows, One Skill From the Class's Skill List 5

Darkin Spell List Cantrips (0 Level) Grasp of Darkness

Shadow Strike 1st Level Conjure Shadows

Shadow Step

Shadow Storm

Shroud of Shadows Darkin Spells Conjure Shadows 1st-level illusion Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Concentration, up to 10 minutes On your turn, you may use an action to alter the brightness of a 5-feet radius sphere. If this space was bright light, it becomes dim light, and if it was dim light, it becomes darkness. This darkness spreads around corners. You may cast this at higher levels, granting the following effects: 2nd level - This spell can now be cast on an object or person, and it moves as they do. It may move up to 100 feet away from the caster before it disperses.

3rd level - This spell can now be cast as a magical darkness, as well as the previous effects.

4th level - This spell now has a 10-feet radius sphere, as well as the previous effects.

5th level - Targets that you will do not see this darkness, as well as the previous effects. If cast in dim light or darkness, Conjure Shadows no longer acts as a concentration spell and disperses after 10 minutes or when the caster wills it. Grasp of Darkness Conjuration cantrip Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: S

S Duration: Concentration, up to 1 minute As a bonus action, you may target a medium or small creature and attempt to grasp it with shadows. The target must make a Dexterity saving throw against your spell save DC. If the target fails, their movement speed becomes 0. The creatures can remake this spell save at the end of their turn. This spell becomes more powerful as you level. You may target two medium or small creatures, or one large creature at 5th level; three medium or small creatures, or two large creatures at 11th level; and 4 medium or small creatures, three large creatures, or a huge creature at 17th level. If cast in dim light or darkness, the creatures affected will not be able to identify who is casting this spell. Shadow Step 1st-level conjuration Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: S

S Duration: Instantaneous As a bonus action, you can step from one shadow to another. On your turn, you can teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness. However, this causes your next attack this turn to have disadvantage. You may cast this at higher levels, granting the following effects: 2nd level - The range becomes 120 feet.

3rd level - The range becomes 150 feet, as well as the previous effects.

4th level - Your next successful attack this turn adds your Dexterity modifier if it is a spell attack, or your Wisdom modifier if it is a weapon-based attack, as well as the previous effects.

5th level - You may teleport with another willing creature, as well as the previous effects. If cast in dim light or darkness, Shadow Step grants a free disengage action for this turn. Shadow Strike Evocation cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: 1 action As an action, you summon the shadows to an enemy within range and make a ranged spell attack. On a hit, the target takes 1d8 force damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). If cast in dim light or darkness, Shadow Strike adds the darkin's Wisdom modifier to the damage dealt. Shadow Storm 1st-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: 1 action On your turn, you may use an action to order the shadows to attack any creatures within a 5-foot radius cube. Any creature in this cube must make a Dexterity save. A creature takes 3d8 Force damage on a failed save or half as much on a success. You may cast this at higher levels, granting the following effects: 2nd level - The damage is increased to 4d8.

3rd level - The damage is increased to 5d8

4th level - The damage is increased to 6d8

5th level - The damage is increased to 7d8 If cast in dim light or darkness, Shadow Storm adds your Wisdom modifier to the damage dealt. 6