Shadowhunter (5e Subclass)

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Shadowhunter

Fighter Archetype

Shadowhunters are trained in the ways of hunting fiends, fey, and lycanthropes; otherwise known as downworlders. They utilize marks, runes that are placed on the skin like a tattoo, to strengthen themselves and stand up against the threats of the world. As the name implies, a shadowhunter prefers to hunt their targets under the darkness of the night.


Proficiencies

When you chose this archetype at 3rd level, you gain proficiency in Stealth and Survival. You also have advantage on Survival checks when tracking Fey, Fiends, and Lycanthropes.

Optional Rule: Warlocks
Depending how close to canon you want to play, warlocks are considered downworlders because they have one parent that is a fiend and your advantage on Survival checks would apply. It would be a good idea to discuss with the DM whether or not warlocks should be considered downworlders.

Marks

Beginning at 3rd level when you select this archetype, you learn how to place marks on creatures or your weapons. Marks look just like tattoos and are almost always black. Each mark has a specific design and can be recognized by others that have knowledge about them. In addition to the marks you know, shadowhunters usually maintain a runebook with more marks in case they need one they don't know.

Placing & Using Marks

Drawing a mark takes 1 minute and deals 1d6 radiant damage to the creature being marked. Most marks require an action to use but some marks effects happen once the mark is placed. Once a mark is placed, it remains forever much like a tattoo would be. A creatures body has a limit to how many marks can be placed as well, as shown below on Table: Marks Allowed.

Table: Marks Allowed
Size Marks Allowed
Small 8
Medium 10
Learning Marks

Starting at level 3 you know 2 marks and learn 1 additional mark every other level. You may use a number of marks as shown on the Table: Shadowhunter Marks. You regain all uses of your marks after a short or long rest. A list of marks can be found below.

Table: Shadowhunter Marks Uses
Level Beginner Advanced Expert
3 2 - -
7 3 - -
10 4 1 -
15 5 2 -
18 6 3 1

Seraph Blade

Beginning at 7th level, you know how to place an angelic power mark on a weapon. As a bonus action, you can activate the mark causing your weapon to light up with radiant blue light. The weapon has a +1 bonus to attack rolls and deals an additional 1d8 radiant damage. The light provides bright light up to 10 feet around you. Once you use this feature, you must finish a long rest to use it again.

Advanced Marking

Starting at level 10, you learn how to place advanced marks. Some marks will be new and others are improvements for marks you already know such as the Iratze. A list of marks can be found on the table "Advanced Marks".
In addition, placing a mark requires an Action instead of 1 minute.

Seraph Blade Improvement

When you reach 15th level, the power granted by an angel into your weapon is increased. Your weapon now has a +2 bonus on attack rolls and deals 2d8 radiant damage. Your light shines brighter, out to 30 feet. You may use this feature two times. You regain all uses after you finish a long rest.

Expert Marks

Starting at level 18th, you learn how to place expert marks. Some marks will be new and others are improvements for marks you already know such as the Iratze. A list of marks can be found on the table "Expert Marks".
In addition, placing a mark requires a bonus action instead of an Action.

List of Marks

Table: Beginner Marks
Mark Description
Irazte/Heal When you finish placing this mark the creature regains 1d10 hit points.
Stealth As an action, you use this mark to gain advantage on Dexterity (Stealth) checks for one minute.
Persuade As an action, you use this mark to gain advantage on Charisma (Persuasion) checks for one minute.
Surefooted As an action, you use this mark to gain advantage on Dexterity (Acrobatics) checks for one minute.
Knowledge When you use this mark, you gain advantage on Intelligence checks for 10 minutes.
Nourishment When you use this mark, you do not need to eat or drink for 24 hours.
Swift As a bonus action, you may use this mark to take the Dash action.

Angelic Power
As an action, you use this mark to empower yourself with the name of an angel.
For one minute, you have advantage on weapon attack rolls and
deal +1 bonus damage against downworlders.


Table: Advanced Marks
Mark Description
Irazte/Heal When you finish placing this mark the creature regains 3d10 hit points.
Stealth As an action, when you use this mark your proficiency bonus for Dexterity (Stealth) checks is doubled for one minute.
Persuade As an action, when you use this mark your proficiency bonus for Charisma (Persuasion) checks is doubled for one minute.
Surefooted As an action, when you use this mark your proficiency bonus for Dexterity (Acrobatics) checks is doubled for one minute.
Knowledge When you use this mark, your proficiency bonus for Intelligence checks is doubled for 10 minutes.

Angelic Power
As an action, you use this mark to empower yourself with the name of an angel.
For one minute, you have advantage on weapon attack rolls and
deal +2 bonus damage against downworlders.


Table: Expert Marks
Mark Description
Irazte/Heal When you finish placing this mark the creature regains 5d10 hit points.
Strength As an action, when you use this mark your Strength score becomes 20 for 1 minute.
Dexterity As an action, when you use this mark your Dexterity score becomes 20 for 1 minute.
Constitution As an action, when you use this mark your Constitution score becomes 20 for 1 minute.
Wisdom As an action, when you use this mark your Wisdom score becomes 20 for 1 minute.
Intelligence As an action, when you use this mark your Intelligence score becomes 20 for 1 minute.
Charisma As an action, when you use this mark your Charisma score becomes 20 for 1 minute.

Angelic Power
As an action, you use this mark to empower yourself with the name of an angel.
For one minute, you have advantage on weapon attack rolls and
deal +3 bonus damage against downworlders.

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