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Background: Shadow
Somewhere there was a person. That person had a shadow. One of the two is still here. And you carry the memories, because they are yours too.
You were born on the other side, where the Fae are made of dream and shadows are made of nightmare. Reality is soft there. It takes the shape of whatever is feared, constantly rebuilt by the frightened. You followed someone, quietly. Almost invisible. Most present when fear struck, and you never gave up. In the darkest hours, you were always together. Then you came across. Without your other. Alone for the first time. Lost in a world that is rigid, and full of light. And you didn't disappear. So you took his shape, and decided to keep being {name}, and find out what happened.
You cast no shadow. Almost nobody notices it outright. But they notice something. You go on being the person you decided to be rather than the thing you were made from. You try not to think about what it would mean to look down one morning and find one.
You can go back to the Shadows. Not by any door, but by a ritual: you close your eyes, you lay down and you speak your name in a whisper, repeatedly and rhythmically, and you step out of the world the way other people step into sleep. Your body, and anyone touching you, comes with you, which nobody believes until they have watched it happen. It is useful the way a mirror is useful: it shows you the same thing, changed. A locked door may be rotten wood there. A cell, rusted iron. A city, a labyrinth. You can walk that country and learn from it, but the nightmare will not let you escape your reality: you wake exactly where you lay down, with time having run at the same rate in both worlds. Stay in the nightmare at least as long as a Short Rest takes, and you wake having had one.
Go in calm and unafraid, or the nightmares will smell it on you. A hunt loses you in the waking world, though another begins on this side. What waits there is not welcoming. The other side takes its shape from what is feared. It keeps your worst night in stock and it can run it again. But shadows can be reminded of what they are, as they have no identity of their own. The name of the dreamer is an anchor to their world. That is why you keep the ritual: your own name, said aloud, at intervals, whether or not there is anything there to hear it. It keeps the shadows at bay. But something there has taken an interest. It does not attack. It waits at the edge of the light while you sleep, a little closer each time. And it too is whispering your name.
Flinch. When you take damage, or fail a saving throw to avoid or end the Grappled or Restrained condition, you can take a Reaction and teleport up to 15 feet to an unoccupied space you can see. You can use it {PB} times, and you recover all uses after a Long Rest.
It Follows. Every time you finish a Long Rest, you must travel more than 10 miles away before taking a Short Rest. Otherwise you must succeed on a Constitution saving throw (DC 15) or gain no benefit from that Short Rest.