Jsk College of Shadows

Dark Story
At 3rd level, you acquire the training necessary to eliminate your enemies from the shadows. You gain proficiency with medium armor, shields, weapons with the finesse property, and the stealth skill. If you are already proficient with the stealth skill, then you can add double your proficiency bonus to it.

Whenever you finish a long rest, you can touch one melee weapon that you are proficient with and imbue it with your shadowy power. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Gathering Shadows
At 3rd level, whenever you deal damage to a creature with a weapon attack, that creature gains one Gathering Shadows die, or two Gathering Shadows dice if you scored a critical hit. The Gathering Shadow die is a d6. The Gathering Shadows die increases in strength as you gain levels in this class. It becomes a d8 at 9th level, and a d10 at 17th level. A creature can have a number of Gathering Shadows dice equal to your Charisma modifier (a minimum of 1).

As an Action, you can target a creature within 90 feet of you that you can see and that has at least one Gathering Shadows die and make a ranged spell attack against it. On a hit, you expend and roll all of the creature's Gathering Shadows die and deal psychic damage to the creature equal to the result + your Charisma modifier. If you miss, half of the creature's Gathering Shadows die are lost (rounded up).

Become Shadow
At 6th level, you can expend a spell slot to become invisible (no action required). Your invisibility lasts for 6 seconds if you expend a 1st-level spell slot, and an additional 6 seconds for each spell slot higher than 1st. Your invisibility ends early if you make an attack, cast a spell, or harm a creature.

While you are invisible, you can take the Hide action as a bonus action on each of your turns.

From the Shadows
At 6th level, if you hit a creature with a weapon attack while you are invisible, or the creature is surprised, you can roll one Inspiration Die. The creature gains a number of Gathering Shadows dice equal to the result of your Inspiration Die, but this number cannot exceed your Charisma modifier. If the result of your Inspiration Die exceeds your Charisma modifier, you subtract your Charisma modifier from the Inspiration Die and roll a number of Gathering Shadow dice equal to the remainder, dealing psychic damage to the creature equal to the result.

If you kill a surprised creature, it makes no sound for the next 6 seconds, unless you want it to, and you magically learn what the creature was thinking about within the last minute of it's life.

For example, if you roll an Inspiration Die and roll a 7, but your Charisma modifier is a +4, the target will take 3d6 psychic damage immediately (if your Gathering Shadow die is a d6).

Dark Legend
At 14th level, you gain a darkvision range of 60 feet. If you already have darkvision, its range is increased by 30 feet. Additionally, you have advantage on Strength, Dexterity, and Constitution saving throws if you are within dim light or darkness, or you are invisible.

Furthermore, when you use your Gathering Shadows feature and make a ranged spell attack, it automatically hits the target if the target is in darkness. You still make the attack roll to determine if the attack is a normal hit or if it scores a critical hit.