The Umbra, Homebrew Subclass

''Where there is light, there is shadows. The opposite of The Radiance, The Umbra is the concept of shadows and all that is in-between in the cosmos; the inky black empty space that resides between the stars. The Umbra is understood to house power associated with cold, necrotic, and thunder.''

Twilit Shroud
At 3rd level:


 * You gain proficiency in Deception or Stealth.
 * As a bonus action, you can envelop yourself in an otherworldy aura that can absorb strong light in a 10ft radius centered on you. Donning this aura renders you blind, but causes 1d4 cold, 1d4 necrotic, and 1d4 thunder damage to chosen creatures who end their turn within its range.
 * If you successfully attack a target within dim light or lower, the target then falls prone, and take an additional 2d6 of either Necrotic, Cold, or Thunder damage.

You can use these abilities once after a short rest.

Night's Beckon
At 7th level:


 * You can infuse an item with either cold, necrotic, or thunder. You can infuse an item during a short or long rest, and you may only infuse two items at a time; infusing a third item will dispel the effects of the first item that has this effect. You can infuse one additional item when reaching 11th, 15th, and 20th level.
 * Non-Combat items will absorb warmth, extinguish light non-magical light sources, or absorb sound when held.
 * Armor items will become resistant to the chosen type of damage.
 * Weapons, spell foci, and books used will gain 1d6 additional damage of the chosen type. If the weapon or spell has the same damage type than what it has been imbued, it gains 2d6 instead.
 * You may also treat a weapon or armor as a non-combat item in regards to these effects.

Silvered Crescent
At 11th level:


 * Any Arcana, Deception, & Stealth checks can be done with advantage.
 * Your aura extends to 15ft, and have grown accustomed to the darkness that you've become immune to its sensory-depriving properties. The damage dice increases to 2d8.
 * You may now attack up to three targets in dim light, and the damage increases to 2d12.

Abyssal Song
At 15th level:


 * You extend a wave of necrotic energy around you, rousing any undead within a 60ft of you to beckon to your call. Each undead creature must make a Wisdom saving throw against your Spell Save DC; on a fail you temporarily control the undead creature. On each of your turns, make a Wisdom saving throw against your Spell save DC or the total amount of undead under your control + 10, whichever is higher; on a failure you lose concentration of your hold and the undead break free from your control. You can use this ability once per long rest.

Moonlit Fractal
At 20th level:


 * Your aura extends to 20ft. While you are donning the aura and are attacked, roll a 1d20. On an 15 or higher, you dodge the attack by partially vanishing into mist. The damage dice increases to 4d8.
 * Successfully attacking a target while in dim light or lower causes shadowy specters of yourself to spawn nearby any creature within 30ft that is also in dim light or lower, taking the same damage the initial target was dealt. If any creatures die from this attack, you get 1d6+(Number of creatures killed) temporary hit points. You can use this ability once after a long rest.