Lashing out at your target gives you a moment to escape amongst concealing shadows. After making a successful melee attack, you may use your reaction to deal basic melee damage instead of normal weapon damage.
At your behest, the shadows themselves grip at your foes, pulling and dragging like quicksand.
Foul magic makes your strikes unnerving.
With a hissing malediction, you place your curse upon a specific foe. Before the start of your next turn, when you hit a creature with a melee weapon attack you can choose to lay a curse on it.
Choose an ally within 15 feet that you can see. As long as that ally stays within 15 feet of you, they increase their AC by 2. You can only ward one creature at a time, and cannot use this ward on yourself. This effect ends if you can no longer take actions.
As a bonus action, you can mark a creature within 15 feet with a sigil. Alternatively, you may activate this stance by expending your reaction after dealing weapon damage, marking the creature you damaged. While a target is marked in this way, any attempt to use the Help action against that target is a bonus action, rather than an action. This stance ends early if you wish to mark another creature or if the target is more than 30 feet away from you.
Grasp of the Storm
Make a single
With a shivering whisper of clouding breath, you strike at your target and shift the chill onto them.
Make a melee weapon attack. If you deal damage, your target’s Speed is reduced by 15 feet until the end of your next turn.
You command your animal companion to take a stance.
When a creature successfully damages your animal companion, you order it to retreat. As long as it can hear you, your companion moves up to its Speed toward you in the most direct course it is able to, stopping at the end of its movement or when you are between it and the creature that injured it (whichever comes first).