Whenever you hit a creature with an unarmed strike while you have Shadow Arts die available, you can use your Dexterity, rather than Strength, for attacks and damage rolls with it. In addition, you can roll the Shadow Art die for the damage, turning the damage into necrotic (without spending the die). You can choose to spend the dice to make an additional attack using your bonus action.
You hurl blades made of pure darkness on your foes. You can use an Action make a ranged weapon attack against up to two creatures within 30 feet. On a hit, you cause damage equal to the number rolled on the Shadow Art die (expending it) plus your Dexterity modifier plus half the number rolled on your Shadow Strike dice.
As a bonus action while in an area of dim light or darkness, you can conceal your presence. You become invisible for 1 minute, until you make an attack or until you are in an area of bright light. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Shadow Arts die to take it again.
When you deal damage to a target with your unarmed strike, you can force the target to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. If the save fails, the target is blinded until the end of your next turn.
You have the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
Your light shadowy body allows you to disappear from view and move quicker than most. You can take an additional bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
You can see in normal or magical darkness, up to a range of 120 feet.
You use the darkness to your advantage to strike a foe in their blind spot. When you attack, you can deal an extra 3d6 of the damage type to a creature you hit with an attack if you and your target are in dim light or darkness. The attack must use a one handed melee weapon or ranged weapon. You dont need to be in dim light or darkness if the enemy is incapacitated, or you have advantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Shadow Strike column of the Shadow Walker table.
A successful meele attack against an opponent allows the character to your hand or at your feet if you cant hold it. This ability can be used a number of times equal to your proficiency bonus per long rest.
You have advantage on Intelligence (Investigation) checks to locate hidden or valuable objects, such as treasure chests or hidden compartments.