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Puntos de Golpe

Dados de Golpe 1d8 por nivel

Competencias

DEX , CON

Ninja

Nivel Bonificador de Competencia Características Sneak Attack
1 + 2 Deadly Handling Fighting Stance Unarmored Defense 1d6
2 + 2 Deadly Handling Fighting Stance Unarmored Defense 1d6
3 + 2 Deadly Handling Fighting Stance Unarmored Defense 2d6
4 + 2 Deadly Handling Fighting Stance Unarmored Defense 2d6
5 + 3 Deadly Handling Fighting Stance Unarmored Defense 3d6
6 + 3 Deadly Handling Fighting Stance Unarmored Defense 3d6
7 + 3 Deadly Handling Fighting Stance Unarmored Defense 4d6
8 + 3 Deadly Handling Fighting Stance Unarmored Defense 4d6
9 + 4 Deadly Handling Fighting Stance Unarmored Defense 5d6
10 + 4 Deadly Handling Fighting Stance Unarmored Defense 5d6
11 + 4 Deadly Handling Fighting Stance Unarmored Defense 6d6
12 + 4 Deadly Handling Fighting Stance Unarmored Defense 6d6
13 + 5 Deadly Handling Fighting Stance Unarmored Defense 7d6
14 + 5 Deadly Handling Fighting Stance Unarmored Defense 7d6
15 + 5 Deadly Handling Fighting Stance Unarmored Defense 8d6
16 + 5 Deadly Handling Fighting Stance Unarmored Defense 8d6
17 + 6 Deadly Handling Fighting Stance Unarmored Defense 9d6
18 + 6 Deadly Handling Fighting Stance Unarmored Defense 9d6
19 + 6 Deadly Handling Fighting Stance Unarmored Defense 10d6
20 + 6 Deadly Handling Fighting Stance Unarmored Defense 10d6
Nivel Bonificador de Competencia Características Chakra
1 + 2 Deadly Handling Fighting Stance Unarmored Defense
2 + 2 Deadly Handling Fighting Stance Unarmored Defense 2
3 + 2 Deadly Handling Fighting Stance Unarmored Defense 3
4 + 2 Deadly Handling Fighting Stance Unarmored Defense 4
5 + 3 Deadly Handling Fighting Stance Unarmored Defense 5
6 + 3 Deadly Handling Fighting Stance Unarmored Defense 6
7 + 3 Deadly Handling Fighting Stance Unarmored Defense 7
8 + 3 Deadly Handling Fighting Stance Unarmored Defense 8
9 + 4 Deadly Handling Fighting Stance Unarmored Defense 9
10 + 4 Deadly Handling Fighting Stance Unarmored Defense 10
11 + 4 Deadly Handling Fighting Stance Unarmored Defense 11
12 + 4 Deadly Handling Fighting Stance Unarmored Defense 12
13 + 5 Deadly Handling Fighting Stance Unarmored Defense 13
14 + 5 Deadly Handling Fighting Stance Unarmored Defense 14
15 + 5 Deadly Handling Fighting Stance Unarmored Defense 15
16 + 5 Deadly Handling Fighting Stance Unarmored Defense 16
17 + 6 Deadly Handling Fighting Stance Unarmored Defense 17
18 + 6 Deadly Handling Fighting Stance Unarmored Defense 18
19 + 6 Deadly Handling Fighting Stance Unarmored Defense 19
20 + 6 Deadly Handling Fighting Stance Unarmored Defense 20
Nivel Bonificador de Competencia Características Spells Known
1 + 2 Deadly Handling Fighting Stance Unarmored Defense
2 + 2 Deadly Handling Fighting Stance Unarmored Defense 2
3 + 2 Deadly Handling Fighting Stance Unarmored Defense 2
4 + 2 Deadly Handling Fighting Stance Unarmored Defense 3
5 + 3 Deadly Handling Fighting Stance Unarmored Defense 4
6 + 3 Deadly Handling Fighting Stance Unarmored Defense 4
7 + 3 Deadly Handling Fighting Stance Unarmored Defense 5
8 + 3 Deadly Handling Fighting Stance Unarmored Defense 5
9 + 4 Deadly Handling Fighting Stance Unarmored Defense 6
10 + 4 Deadly Handling Fighting Stance Unarmored Defense 6
11 + 4 Deadly Handling Fighting Stance Unarmored Defense 7
12 + 4 Deadly Handling Fighting Stance Unarmored Defense 7
13 + 5 Deadly Handling Fighting Stance Unarmored Defense 8
14 + 5 Deadly Handling Fighting Stance Unarmored Defense 8
15 + 5 Deadly Handling Fighting Stance Unarmored Defense 9
16 + 5 Deadly Handling Fighting Stance Unarmored Defense 9
17 + 6 Deadly Handling Fighting Stance Unarmored Defense 10
18 + 6 Deadly Handling Fighting Stance Unarmored Defense 10
19 + 6 Deadly Handling Fighting Stance Unarmored Defense 11
20 + 6 Deadly Handling Fighting Stance Unarmored Defense 12
Nivel Bonificador de Competencia Características Max Spell Level
1 + 2 Deadly Handling Fighting Stance Unarmored Defense
2 + 2 Deadly Handling Fighting Stance Unarmored Defense 1st
3 + 2 Deadly Handling Fighting Stance Unarmored Defense 1st
4 + 2 Deadly Handling Fighting Stance Unarmored Defense 1st
5 + 3 Deadly Handling Fighting Stance Unarmored Defense 2nd
6 + 3 Deadly Handling Fighting Stance Unarmored Defense 2nd
7 + 3 Deadly Handling Fighting Stance Unarmored Defense 2nd
8 + 3 Deadly Handling Fighting Stance Unarmored Defense 3rd
9 + 4 Deadly Handling Fighting Stance Unarmored Defense 3rd
10 + 4 Deadly Handling Fighting Stance Unarmored Defense 3rd
11 + 4 Deadly Handling Fighting Stance Unarmored Defense 4th
12 + 4 Deadly Handling Fighting Stance Unarmored Defense 4th
13 + 5 Deadly Handling Fighting Stance Unarmored Defense 4th
14 + 5 Deadly Handling Fighting Stance Unarmored Defense 4th
15 + 5 Deadly Handling Fighting Stance Unarmored Defense 4th
16 + 5 Deadly Handling Fighting Stance Unarmored Defense 5th
17 + 6 Deadly Handling Fighting Stance Unarmored Defense 5th
18 + 6 Deadly Handling Fighting Stance Unarmored Defense 5th
19 + 6 Deadly Handling Fighting Stance Unarmored Defense 6th
20 + 6 Deadly Handling Fighting Stance Unarmored Defense 6th

Hechizos de Clase

Tenser's transformation|XGE Blink Freedom of movement Greater invisibility Darkness Invisibility Gaseous form Mislead Darkvision Haste Steel wind strike|XGE Feather fall Hunter's mark Disguise self blink|xphb freedom of movement|xphb greater invisibility|xphb darkness|xphb invisibility|xphb gaseous form|xphb mislead|xphb darkvision|xphb haste|xphb feather fall|xphb hunter's mark|xphb disguise self|xphb

Características de Clase

Nivel 1

Deadly Handling
Fighting Stance
Unarmored Defense

Nivel 10

Burning Soul
Ability Score Increase
Unarmored Defense Improvement

Nivel 11

Shadow Feature

Nivel 12

Ability Score Increase

Nivel 13

Fighting Stance

Nivel 14

Unseen By All

Nivel 15

Nightcrawler

Nivel 16

Ability Score Increase

Nivel 17

Fighting Stance

Nivel 18

Shadow Feature

Nivel 19

Ability Score Increase

Nivel 2

Spellcasting
Concealed Tools

Nivel 20

Master Shinobi

Nivel 3

Shinobi's Shadow

Nivel 4

Ability Score Increase
Rapid Throw

Nivel 5

Extra Attack
Fighting Stance

Nivel 6

Shadow Feature
Unnatural Agility

Nivel 7

Evasion

Nivel 8

Ability Score Increase

Nivel 9

Shadowmeld

Competencias

Armor

light

Weapons

simple

martial melee weapons

Skills

Equipo Inicial

Características de Clase

Deadly Handling (Level 1)

Due to your training as a ninja, you have learned to wield most weapons with the agility others wield daggers. When making an unarmed attack, or when wielding a melee weapon you are proficient with in one hand and it lacks the heavy and two handed properties, you may substitute your DEX modifier for your STR modifier when attacking.

Additionally, you draw and sheathe weapons as a free action.

Fighting Stance (Level 1)

Your style of fighting relates to a powerful beast of the world, with you mimicking it to supplement your own prowess. Choose one of the following options. You can't take a Fighting Stance option more than once, even if you later get to choose again.

Bear Stance

When you make a melee attack, and have at least one hand free, you may use your bonus action to shove a creature within 5 feet of yourself. You may make an Acrobatics (DEX) check instead of an Athletics (STR) check when you attempt to shove the creature.

Cheetah Stance

You have advantage on initiative rolls, and cannot be surprised.

Cobra Stance

When you make a melee attack, and have at least one hand free, you may use your bonus action to make an unarmed attack. If you hit, your target must make a CON save (DC = 8 + your INT modifier + your proficiency bonus) or take an additional 1d4 × your Proficiency bonus poison damage (half as much on a successful save).

Eagle Stance

You gain proficiency in martial ranged weapons, and a +1 bonus to attack rolls you make with all ranged weapons. This does not stack with the Archery Fighting Style.

Eel Stance

Attacks of opportunity against you are made at disadvantage.

Mantis Stance

When you engage in two-weapon fighting, you can add your ability modifier to damage rolls.

Turtle Stance

As a reaction to being targeted by a weapon attack that is not an attack of opportunity, you can spend 1 chakra to increase your armor class by an amount equal to your Proficiency bonus for the next three weapon attacks or until the start of your next turn, whichever comes first.

Starfish Stance

As an Action, you may spend 1 chakra to roll a number of 1d4 equal to your proficiency bonus and heal that amount.

Unarmored Defense (Level 1)

At first level, you have been trained to anticipate your enemy's moves. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier when you can see your enemy. At level 10, you no longer need to see your enemy to receive this bonus.

Spellcasting (Level 2)

Starting at 2nd level, your training allows you to harness the mystic energy of chakra to cast spells. Your access to this energy is represented by a number of chakra points. Your ninja level determines the number of points you have, as shown in the chakra column of the Ninja table, in addition to your INT modifier. You can spend these points to cast spells and fuel various features. You regain one chakra point when you do one of the following with a weapon attack: 1) deal a killing stroke (reduce any creature to zero hit points) or 2) score a critical hit. After a long rest, you regain all expended chakra. After a short rest, you may use hit dice to regain expended chakra as you would hit points. In either case, you must spend at least 30 minutes of the rest meditating to regain your chakra points. You cannot cast spells or use chakra features if you are wearing armor that is not light or wielding a shield. Some of your chakra features require your target to make a saving throw to resist the feature's effects, or for you to make a spell attack. The saving throw DC and spell attack modifier is calculated as follows:

Spell save

Spell attack

You immediately learn two 1st-level spells of your choice from the ninja spell list below, and as you level up in the ninja class, you learn more spells of higher levels as shown in the Spells Known column of the Ninja table. To cast a spell, you expend a number of chakra equal to the spell's level, and can cast spells at a higher level up to your Maximum Spell Level as shown on the Ninja Table. When you level up in the Ninja class, you can replace a spell you know with a different one from the ninja spell list. When you cast a spell, you do not need to provide any material components, regardless of cost. Furthermore, none of your spells require verbal components, regardless of the spell description.

Converter's Note

The following spells can only be cast targetting yourself: darkvision, gaseous form, haste, invisibility.

Shinobi's Shadow (Level 3)

At 3rd level, you commit yourself to following a specific way of the ninja, emulating the Shadows of the original ninjas. Choose from the Shadow of Death, the Shadow of Magic, the Shadow of Seduction, and the Shadow of the Flock, all at the bottom of this page. Your choice grants you features at 3rd, 6th, 11th, and 18th levels.

Ability Score Increase (Level 4)

When you reach 4th 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.

Rapid Throw (Level 4)

Starting at 4th level, you have trained to draw and throw your shuriken at lightning speed. As a bonus action, you can spend one chakra to throw one shuriken at a creature within range.

Upon reaching 10th level, the number of shuriken increases to 2.

Upon reaching 16th level, the number of shuriken increases to 3.

Extra Attack (Level 5)

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This includes concealed tools that use an Attack action.

Fighting Stance (Level 5)

Converter's Note. The class doesn't explicitly say that you gain any additional Fighting Stances, but it is implied from the class table. Use at your discretion.

Shadow Feature (Level 6)

At 6th level, you gain a feature from your Shadow.

Unnatural Agility (Level 6)

When you reach 6th level, due to your intense training and unnatural control over your body, you can run along walls as if they were the floor, for up to half your movement, with no movement penalty and without having to have free hands nor to find holds in the wall to climb with.

Alternately, if you have an innate climbing speed (e.g. granted by a racial trait, but not an item), you may instead increase both your movement and climbing speed by 10 feet.

Evasion (Level 7)

By 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ability Score Increase (Level 8)

When you reach 8th 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.

Shadowmeld (Level 9)

Beginning at 9th level, as an action, you attempt to melt into the shadow of a creature up to your size or larger that has 1 or more hit points for up to 8 hours. If you attempt this on a creature that is aware of you, it may make a CHA saving throw (DC = 8 + your Proficiency bonus) at advantage, denying you access to their shadow on a success. If the creature is unaware of you, you automatically succeed. While in a shadow, you inhabit the Border Ethereal of the Ethereal Plane. You can see and hear what the host of your shadow sees and hears. If their shadow moves, you move with it, but you cannot move of your own volition. As a bonus action, you can exit the shadow, appearing within 5 feet of the host. If their shadow disappears (for example, in total darkness), you can no longer hear and see what your host does. If the host drops to 0 hit points at any time, you are immediately ejected from their shadow, regardless of whether they actually have one or not at the time. You may use this ability an amount of times equal to your Proficiency bonus per long rest.

Burning Soul (Level 10)

Beginning at 10th level, you can draw on your chakra to infuse your spirit with power. As a bonus action, you can expend 2 chakra to add your proficiency bonus to all checks and rolls you make for the next 30 seconds. You must finish a short or long rest before using this feature again.

Ability Score Increase (Level 10)

When you reach 10th 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.

Unarmored Defense Improvement (Level 10)

At level 10, you no longer need to see your enemy to benefit from your Unarmored Defense.

Shadow Feature (Level 11)

At 11th level, you gain a feature from your Shadow.

Ability Score Increase (Level 12)

When you reach 12th 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.

Fighting Stance (Level 13)

Converter's Note. The class doesn't explicitly say that you gain any additional Fighting Stances, but it is implied from the class table. Use at your discretion.

Unseen By All (Level 14)

At 14th level, you are almost undetectable when you are hiding. When you fail a Stealth check, you can expend 1 chakra to re-roll the check. You must take the new result. Additionally, you can no longer be detected by divination magic.

Nightcrawler (Level 15)

Starting at 15th level, the night seems to let you ride on it. When traveling for an hour or more during the night, your group's movement speed is doubled.

Ability Score Increase (Level 16)

When you reach 16th 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.

Fighting Stance (Level 17)

Converter's Note. The class doesn't explicitly say that you gain any additional Fighting Stances, but it is implied from the class table. Use at your discretion.

Shadow Feature (Level 18)

At 18th level, you gain a feature from your Shadow.

Ability Score Increase (Level 19)

When you reach 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.

Master Shinobi (Level 20)

By 20th level, you have mastered the arts of the ninja. All of your Ninja features and Jutsu that expend chakra now consume 1 less chakra, to a minimum of 1 chakra spent.

Multiclase

Requisitos de Multiclase

{"dex":13,"int":13}

Competencias Obtenidas

Armor light
Weapons simple , martial

Subclases

Shadow of Death
BBNinja
Shadow of Magic
BBNinja
Shadow of Seduction
BBNinja
Shadow of the Flock
BBNinja

Características de Subclase

Shadow of Death

Shadow of Death (Level 3)

The Shadow of Death is the most iconic of the traditional ways a ninja can emulate, focusing less on manipulating chakra and more on martial arts and assassination. The bodies and minds of ninjas of the Shadow of Death are augmented to resemble those of the dead, and at your option, you can roll on the table below for a unique quirk.

d6Quirk

1

Your heart beats so rarely that it almost scares you when it does.

2

The skin on your body has become so thin that your bones are visible when directly in light.

3

Your irises have turned an inky black, giving you a haunting visage.

4

When you do not clean yourself for a while, you smell like a rotting corpse.

5

Your shadow resembles that of a wraith, instead of your actual body.

6

You have an irrational fear of crosses and other holy symbols.

Assassinate

Starting at 3rd level, when you choose this Shadow, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against the creature is a critical hit. If the creature was surprised, you can apply sneak attack damage, listed in the ninja table above.

False Grave (Level 6)

Beginning at 6th level, you have made so many corpses that you can emulate them exactly in order to fool your foes. As a reaction to taking damage, you can expend 2 chakra points to halve that damage, fall prone, and appear to be dead for a number of hours equal to your level. You are motionless, lack a pulse, do not breathe, and show no signs of life, but can still see, hear, and use your other senses as normal. Spells that target corpses, such as animate dead, do not treat you as a corpse. As a free Action, you can end the effects of this ability at any time. You may also use this ability at will as an Action. You must finish a short or long rest before using this ability again.

Target Weakness (Level 11)

Starting at 11th level, you have extensively studied how weak spots of your enemies can be exploited in close combat. When you hit an enemy in melee combat with a non-offhand weapon, your weapon attacks score a critical hit on a roll of 19 or 20.

Lethality (Level 18)

Starting at 18th level, you become a master of instant death. Once per round, when you score a critical hit on an enemy in melee combat with a non-offhand weapon, you may force it to make a Constitution saving throw against your spell save DC. On a failed save, roll quadruple (instead of double) the amount of dice for weapon damage of your attack against the creature.

Furthermore, when you hit an enemy in melee combat with a non-offhand weapon, your weapon attacks score a critical hit on a roll of 18, 19, or 20.

Shadow of Magic

Shadow of Magic (Level 3)

Those who follow under the route of the Shadow of Magic teach themselves to harness their Jutsu to be more concentrated and powerful, manipulating it far better than they could manipulate their own bodies. The bodies and minds of ninjas of the Shadow of Magic are changed to be more arcane, and at your option, you can roll on the table below for a unique quirk.

d6Quirk

1

Your eyes change to be one color of the rainbow, and swap once every hour.

2

Arcane sigils form on your body, like tattoos, and cannot be removed.

3

You very dimly glow a dark blue or purple color.

4

Your forehead has a third, un-working eye.

5

Whenever you speak, your voice always has a faint echo to it.

6

You swear that it actually hurts you to be in an antimagic field, or to be affected by a dispel magic spell.

Powerful Mind

When you choose this archetype, at 3rd level, the vastness of your mind lets you store more chakra. Your maximum chakra points increase by an amount equal to your intelligence modifier (min +1). These additional chakra points are only restored from a long rest. Furthermore, you may use ALL spells from the ninja spell list, including those that would normally be exclusive to other Shadows.

Manabending (Level 6)

Starting at 6th level, you can change how your jutsu conjures up forces, to your will. When you cast a jutsu and the jutsu deals acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a jutsu).

Arcane Knowledge (Level 11)

Beginning at 11th level, your mind grants you knowledge that only the most ancient spellcasters would know. You gain proficiency in the Arcana skill, if you were not already proficient, and your proficiency bonus is doubled to Arcana checks involving spells.

Forbidden Jutsu (Level 18)

At 18th level, you have tapped into the realms of spells that ninjas are not supposed to cast. Your maximum spell level increases to 8, and you learn one 7th and one 8th level spell of your choice from any class list. You can change these like any other spells when you level up, and replace them with spells of the same level.

Shadow of Seduction

Shadow of Seduction (Level 3)

While an art that has been unknown to many throughout history, the Shadow of Seduction way of being a ninja is quite a potent one, as it feeds off of the deceptive skills of the ninja, and the natural lust of their targets. The bodies and minds of ninjas of the Shadow of Seduction tend to develop more 'attractive' traits, and at your option, you can roll on the table below for a unique quirk.

d6Quirk

1

You are extremely agitated when there isn't at least one person fawning over you at all times.

2

Your irises have changed to be a heart shape.

3

You have a tendency to be too intimate, hugging people instead of shaking their hands.

4

You naturally walk like a model on a runway.

5

Every single chance you get to flirt, you do.

6

Your hair is always perfect, even if you are extremely dirty.

Convincing Body

When you choose this archetype, at 3rd level, you have learned an art of charming and seduction. You gain the Heart's Desire jutsu, which does not count as one of your jutsu known. When you cast Heart's Desire, you can choose for the creature to see you as an object of affection. Once a creature has been affected by Heart's Desire cast in this way, you cannot cast it on them in this way again.

Love's True Kiss (Level 6)

Starting at 6th level, the powers of the succubi have come to you, allowing you to drain the life of those whom you kiss. As an action, you expend 3 chakra points and kiss a creature that is grappled by you, charmed by you, willing, or incapacitated. The creature must make a Constitution saving throw, taking 3d10 psychic damage on a failed saving throw, or half on a success. You gain temporary hit points equal to the amount of psychic damage dealt.

Object of Affection (Level 11)

Beginning at 11th level, the skills you possess allow you to appear how those you attempt to seduce wish you did. As a 1-minute ritual, you can change your body to appear exactly like what a humanoid that you have spoken to for at least 10 minutes would find the most attractive. This changes your body physically, similarly to an alter self spell, and can be ended as a bonus action.

Forced Friendship (Level 18)

By 18th level, your ability to charm others transcends their own desires. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

Shadow of the Flock

Shadow of the Flock (Level 3)

Many ways that ninjas learn to grow and develop as ninjas are from ancient methods, passed down from master to student, however those that listen to the avian creatures of the world learn alternate methods, ones that only the birds can teach. The bodies and minds of ninjas of the Shadow of the Flock resemble that of birds, and at your option, you can roll on the table below for a unique quirk.

d6Quirk

1

When you are angry, you can only speak in squawks.

2

You seem to have a thin layer of feathers on your body.

3

Birds seem to swarm around you, and insects seem to fear you.

4

When you wake up, you enjoy screeching at the sun.

5

Scarecrows are your worst nightmare.

6

You are most comfortable when not on the ground.

Flying Friend

When you choose this archetype, at 3rd level, one specific bird has chosen to imprint on you. Choose from the following beasts; bat, eagle, hawk, owl, raven, and vulture. A copy of that beast, made of pure darkness, constantly follows you, typically sitting on your shoulder. The beast acts on your initiative, but it cannot take any actions except for the Dash, Disengage, or Hide actions. As a bonus action, you can choose to perceive through its senses, or switch back to your own senses. While perceiving through its senses, you have darkvision with a range of 60 feet, and advantage on Perception checks relying on sight, but are unaware of your own body's. If your beast is killed, you can bring it back to life with a 1-hour ritual, in which you place either fur (for a bat) or feathers (for any other bird) in a pile, giving it a new body of darkness.

Dark Strike (Level 6)

Starting at 6th level, your flying friend can act like a weapon, and aid you in fights. As a bonus action, when your feathered friend is within 5 feet of you, you can force it to make a ranged weapon attack that uses your Dexterity modifier and Proficiency bonus, instead of its own, on a creature within 30 feet of yourself. On a hit, the creature takes necrotic damage equal to 1d10 plus your Dexterity modifier.

One of Shadows (Level 11)

Beginning at 11th level, you can choose to change your eyes to perceive the shadow realm, as a bonus action. While perceiving in the shadow realm, you see shadow monsters as their original selves, and see beasts as shadowy versions of themselves. You can communicate to beasts that are shadowy, and they can communicate with you. However, while perceiving in the shadow realm, you cannot communicate with anything that is not a shadow monster or beast, and do not understand any languages not spoken by shadow monsters.

Gift of Wings (Level 18)

At 18th level, you gain the ability to sprout a pair of black feathered wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.