Barbarian:
Path of the Shadows
Shadow barbarians are the embodiment of the monsters in the dark, of hushed stories told to mischievous children, and of the horror that lies at the end of civilization, always waiting for a chance to desecrate those who would come too close.
Unlike the reckless strength of most barbarians, the shadows deal in agility and celerity. They are the darkness that chokes out the light in but a moment, rending their enemies with their shifting shadows.
Speed over strength
1st-level, variant class feature
Unlike classical barbarians, you rely on agility instead of brute strength.
Whenever you gain a barbarian feature that references strength, it is replaced by dexterity instead.
Searing shadows
At 3rd level, when you enter rage, you can cover your limbs in flickering shadows and use it as a natural weapon you are proficient with. You use your dexterity modifier for attack and damage rolls using these shadows, and deal 1d8 necrotic damage on a hit.
When you use the Attack action, you can make one additional attack with these shadows as a bonus action.
Stance of whispers
At 3rd level, you learn to be as quick and quiet as the untold things in the dark. You can use your bonus action to take the Dash, Disengage, or hide action.
In addition, you gain proficiency in stealth and sleight of hand.
Umbral Evasion
At 6th level, your instinctive agility lets you dodge out of the way of certain area effects and your hardiness lets you push through excruciating pain.
When you are subjected to an effect that allows you to make a Dexterity or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Cloaked cadaver
At 10th level, the shadows surrounding you grow more intense with your malice. The damage die of searing shadows increases to 1d10, and they score a critical hit on a roll of 19-20. In addition, any creature hitting you with a melee attack takes 1d10 psychic damage.
Inevitable End
At 14th level, you become a being of shadows, nurtured by the penumbra. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left and you aren't standing in sun light. You don't gain this benefit if you have 0 hit points.