Shadowmancer

Your studies of Shadowmancy have left an indelible mark upon you. No matter how bright your surroundings, shadows seem to cling to your body, slithering over you like worms. Rather than repel you, though, their presence reminds you of the magic at your command. You can spin quasi-real creatures and things from shadow and use them as if they were real. Your creations seem eager to do your bidding and obey your will with chilling devotion. They are instruments of your whims, echoes of your soul’s embrace of the unseen.

Level 7 Shadowmancer

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Shadowmancy, Spells: One master
Shadowbind (Magical): You can use this talent if you are in dim light, faint light, or no light at all and you have no shadows bound to you. Use an action to bind a number of shadows to you equal to your level. The shadows crawl all over your body and remain on you until you expend them or after you rest. You can expend bound shadows while you lack the confused, controlled, stunned, and unconscious afflictions to produce the following effects:

Level 8 Shadowmancer

Health: +6
Spells: One master
Shadow Claw (Magical): You can use an action and expend 1 bound shadow to send a shadowy claw flying from you. Target one creature within 15 yards. Make an Intellect roll against the target’s Agility. You make the roll with 1 boon if you are in faint light, or 2 boons if you are in darkness. On a success, the target takes 6d6 damage and becomes weakened until the end of your next turn. At level 10, the target becomes weakened (luck ends) instead.

Level 10 Shadowmancer

Health: +6
Spells: One master
Shadowspawn (Magical): You are invisible while in spaces lit by faint light, dim light, or no light at all. While you are invisible, you take half damage from ordinary sources.