Fighter Archetypes
Archetype of the Shadow Knight
Originally, the Knighthood of Shadow was an order in service to the Dark Kingdom of Umbria, and specialized in a unique form of fighting in which they wielded the shadows themselves. However, once the Dark Kingdom gained its independence from Solaria and began to distance itself from the practices of its former master, all knighthood orders were abolished. The fighting style used by the Shadow Knights survived, however, and there are many in the present day that are able to wield similar abilities.
Dark Eyes
Beginning when you take this archetype at 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range of your darkvision instead extends out an additional 30 feet.
Cloud of Shadows
Also at 3rd level, you gain the ability to manifest darkness to assist you in battle. As a bonus action, you can select a point within 15 feet of yourself. A cloud of shadow materializes within a 5-foot radius of the point you choose, bathing the area in darkness. Any natural light in the area is extinguished, but your shadows cannot snuff out any light created by a spell of 1st level or higher.
This cloud of shadows remains in place until the end of your next turn, at which point it dissipates.
Shadow Armory
At 7th level, you gain the ability to arm yourself with the shadows themselves. On your turn, you can mold the shadows into the form of any object of your choice that can comfortably fit within one or both of your hands - such as a sword, a shield, or trinket. Doing so requires no action, but you can only create a number of items each turn equal to the number of attacks you can make as part of the attack action.
Items you create with this feature cannot be chemically or mechanically complex, such as potions or firearms. Any item you create with this feature remain until they come into contact with light, or until you choose to dismiss them. Dismissing an item requires no action, and can be done on any creature's turn. An item that is dismissed or that comes into contact with light instantly breaks down into harmless, black vapor.
Any weapons you create with this feature are considered magical for the purposes of overcoming resistance and immunity to physical damage.
Darkest Eyes
Starting at 10th level, your link to shadow becomes even stronger. The darkvision granted by your Dark Eyes feature increases to 150ft, and you can see normally in both magical and nonmagical darkness within this range.
Blackest Night
Also at 10th level, your power over darkness grows. You can now manifest a Cloud of Shadows up to 30 feet away, and your Cloud of Shadows now create areas of magical darkness. Further, your Clouds of Darkness are now treated as being created by a spell of a level equal to your proficiency bonus, making them more difficult to dispel or overcome with light.
Swarming Shadows
Upon reaching 15th level, you can create more shadows on each of your turns. When you use a bonus action to summon a Cloud of Shadows, you may choose an additional point within range to summon another Cloud of Shadows around.
Shadow Weaver
At 18th level, your mastery of darkness is unmatched. Once per turn, when you are within a Cloud of Shadow, you may use 5 feet of your movement to teleport to any other Cloud of Shadow you have manifested. You may also make one additional attack on each of your turns, so long as the target of your attack is in an area of darkness.
Archetype of the Void Warden
The Supplicants of Stockade are the Jailers of Metropolis. The monitoring and control of the populous nation's prison population is their sole domain, and one they perform with both efficiency and brutality.
Supplicants of Stockade are often fighters skilled with techniques that incapacitate their opponents and prevent their action. Much of their strength comes from their ability to channel the entropic energies of the Void into chains, which they control as an extension of themselves.
Void Manacles
Beginning when you choose this archetype at 3rd level, you gain the ability to create and wield the favored weapons of your fellow Supplicants of Stockade: the Void Manacles.
Over the course of a short or long rest, you may convert a 10 foot length of mundane metal chain into a Void Manacle. This chain becomes nearly unbreakable, and you are considered proficient with it as a weapon. You may only have one length of Void Manacles at a time, and the magic of the Void fades from your Manacles should you be separated from them for more than 24 hours.
Void Manacles are melee weapons that deal 1d8 bludgeoning damage on a hit, and they have both the Versatile (1d10) and Reach properties.
Additionally, your Void Manacles have the properties of a Rope of Climbing, though only you may cause the rope to animate.
Binding Chains
Starting at 3rd level, when you hit a creature with your Void Manacles, you may attempt to use them to restrain your target. When you hit a creature with an attack using your Void Manacles, you may attempt to grapple your target with them. When you use this feature to grapple your target, the targeted creature is also subjected to the Restrained condition while it remains Grappled.
You must hold your Void Manacles in at least one hand to maintain this effect, and if a creature leaves your reach, it is no longer Grappled. Additionally, while a creature is grappled by your Void Manacles, you can only target the Grappled creature with additional Void Manacle attacks.
You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Uses of this feature are only expended when a creature is successfully restrained by it.
Guard's Club
At 7th level, your Void Manacles improve in potency. Your Void Manacles count as magical for the purposes of overcoming immunity and resistance to nonmagical damage, and they gain a bonus of +1 to attack and damage rolls when you use them to make an attack.
This bonus increases to +2 at 10th level, and again to +3 at 18th level.
Greater Binding
Beginning at 7th level, your influence over your grappled enemies improves. When you hit a creature with an attack while they are grappled by your Void Manacles, you deal an additional 1d6 damage.
Additionally, you gain the ability to reposition a bound enemy. As a bonus action, you may move a creature grappled by your Binding Chains a number of feet equal to five times your Strength modifier. If a creature leaves your reach as part of this move, they are no longer grappled.
Jailer's Lash
At 10th level, you can expertly punish your targets for their movement. When you hit a creature with an opportunity attack using your Void Manacles, they must make a Dexterity saving throw or be knocked prone. The DC of this saving throw is equal to 8 + your proficiency bonus + your Strength modifier. A creature knocked prone in this way cannot take reactions until the end of your next turn.
Chain Grapple
At 15th level, you become capable of restraining entire crowds, your Void Manacles magically gaining length as they wrap around your opponents.
As an action, you may attempt to grapple a creature within your reach. If you succeed, the target is subjected to the Restrained condition, and you may then repeat this attack against any creature within 10 feet of your original target.
You can repeat this attack until no unrestrained creatures are within 10 feet of the most recently restrained creature, until a creature succeeds on its contested check, or until a number of creatures are grappled equal to your Strength modifier.
You must hold your Void Manacles in at least one hand to maintain this effect. Additionally, while these creatures are restrained by your Void Manacles, you can attack them even if they would not normally be within your reach, though you may only target a single restrained creature with each attack.
You may end this effect on a targeted creature at any time with no action required. You may release any number of creatures you wish at a single time, and a single creature no longer being restrained by your Void Manacles does not release any other creatures.
Once you use this feature, you must finish a short or long rest before you can use it again.
Warden's Judgment
At 18th level, if you begin combat with no remaining uses of Binding Chains you regain one use of the ability. Additionally, when you knock an enemy prone with your Jailer's Lash ability, you regain the use of your reaction.