Shadow Caller (5e Class)
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Shadow Aberrant
A dark cave, full of adventurers looking for exciting treasure, holding their torches in the darkness the adventurers marched forward being confident in their abilities. They then hearing several wailing screams coming from the even darker end of the cave, each of them running towards the screams only to discovered a shadowy figure in the darkness that disappearing within a few moments. The adventurers hearts started to beat faster then they noticed a foul smell and felt that the floor was wet under their feet, then a minute later they would find a deep ditch of corpses from several dozens of dead monsters and humans with their hearts torn out of them. The Adventurers started to panic fleeing towards the exit of the cave, they went back to several networks of tunnels, back to the light of day yet before they could the shadowy figure appeared in front of the entrance of the cave with a menacing shadowy outfit looking at them with malice, the figure began to walk towards them without showing any hesitation. The party of adventurers began drawing their weapons but then the figure showed them a piece of paper, the leader of the party took the piece of paper off the shadowy figure's left hand and began reading the letter.
You can all leave but any word of this place will mean your untimely demise, these corpses were human murderers, the monsters were in the way and I needed a place to dump their bodies...
The figure began to speak but its voice was distorted but it gave them enough reason to leave the area and to never speak about it ever again.
Master/Monster of the Darkness
Shadow Aberrants are expertly trained humanoids or Aberrations that evolved to live in complete darkness that has evolved with humanoid shapes over time, they tend to avoid fighting in the day light as it gives them a massive disadvantage as most of their abilities work at night and even better in complete darkness. Humanoid races and Aberration races have some slight differences between their abilities as one was trained to be masters and the other evolved to fighting in the dark. The aberrations races that normally would have pinkish flesh became nearly pure black while humanoid races veins and eye colors are nearly always black. Many secretive organizations tend to employ them and other organizations wishes to study the aberrations that evolved to be more human-like. They are all mainly famed for being unseen in the nights.
Creating a Shadow Aberrant
- Quick Build
You can make a Shadow Aberrant quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution and intelligence. Second, choose the following recommended backgrounds: hooded figure, Criminal, Monster.Third, choose hooded robe, 20 ft robe, dark commoner clothes, and 1 week's rations.
- Note: The Shadow Aberrant doesn't have spells instead it has limited per used day abilities which is unlocked with more levels.
Class Features
As a Shadow Aberrant you gain the following class features.
- Hit Points
Hit Dice: 1d9 per Shadow Aberrant level
Hit Points at 1st Level: 1d9 + Constitution modifier
Hit Points at Higher Levels: 1d9 (or 5) + Constitution modifier per Shadow Aberrant level after 1st
- Proficiencies
Armor: Light armor, Medium armor
Weapons: simple weapons, Natural weapons, net and hand crossbow
Tools: Thieves' tools or Poisoner’s Kit
Saving Throws: Intelligence, Constitution
Skills: stealth, intimidation, Investigation, and your choice of Deception or Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two daggers and hand crossbow with 20 bolts or (b) 50 darts and two hand axes
- (a) Burglar's Pack with a dark hooded robe, or (b) Dungeoneer's Pack with dark common cloth
- (a) Leather armor and Thieves' tools or (b) Padded armor and thieves' tools
Level | Proficiency Bonus |
Features | Backstab | Flesh weapon |
---|---|---|---|---|
1st | +2 | Darkvision, Alien biology | N/A | N/A |
2nd | +2 | Trained in Darkness, Born in Darkness | N/A | N/A |
3rd | +2 | Backstab, Flesh weapons | 1d6 | 1d4 |
4th | +2 | Ability Score Improvement, Gains a feat | 1d6 | 1d4 |
5th | +3 | Dark thoughts, Animalistic thoughts | 1d8 | 1d4 |
6th | +3 | Weapons of Darkness, Inhuman resistance | 2d6 | 1d8 |
7th | +3 | Cloak of Shadows, Embodiment of Nightmares | 2d6 | 1d8 |
8th | +3 | Ability Score Improvement, Gains a feat | 2d8 | 1d8 |
9th | +4 | Critical strike, Acidic Strike | 2d8 | 1d10 |
10th | +4 | Quick movement, Bleeding Strike | 3d6 | 1d10 |
11th | +4 | Cunning Hunter, Hungry Predator | 3d6 | 1d10 |
12th | +4 | Ability Score Improvement, Gains a feat | 3d6 | 2d6 |
13th | +5 | Silence all, Deep Wounds | 3d8 | 2d6 |
14th | +5 | Dark familiars, Fatal Cuts | 3d8 | 2d6 |
15th | +5 | Skeleton key, Unending Will | 3d8 | 2d8 |
16th | +5 | Ability Score Improvement, Gains a feat | 5d6 | 2d8 |
17th | +6 | Evasive, Fearing Glare | 5d6 | 2d8 |
18th | +6 | Tunnel of Darkness, Tunnel of Nightmares | 6d6 | 2d10 |
19th | +6 | Ability Score Improvement, Gains a feat | 6d6 | 2d10 |
20th | +6 | Seeker of Darkness, Aberration of Nightmares | 4d10 | 3d8 |
Darkvision, Alien Biology
At level 1, depending on your race you gain the following features:
Darkvision(Humanoid race): Because of your time in the dark, your race naturally gains dark vision up to 60ft, dim light will appear bright and darkness will appear as dim light, this will not improve characters with Darkvision prior to this feature.
Alien Biology(Aberration race): Because of your race makeup, you naturally gain 50% reduction from physical critical attacks, as an action you can gain 100% reduction from physical critical attacks up to twice per day, must make a short rest before you can use this feature again.
Trained in Darkness, Born in Darkness
At level 2, your time in the darkness has paid off making you learn new talents:
Trained in Darkness(Humanoid race):
- You have advantage in Wisdom checks and stealth checks.
- You become proficient in stealth while in the dark.
- You gain +1 hit point while in the dark. [+2 at lv7, +3 at lv12, +4 at lv17, +5 lv20]
- You can cast Charm Person twice per day, after using this spell you must take have a long rest or a short rest if sleeping in an area that is naturally dark with very many people around.
Born in Darkness(Aberration race):
- You have advantage in Intimidation checks and Deception checks.
- You become proficient in stealth while in the dark.
- You can cast Daze twice per day, after using this spell you must take a long rest or a short rest if sleeping in an area that is naturally dark with very few people around.
Backstab, Flesh weapons
At lv3 you have practiced your weapon of choice to a high degree:
Backstab(Humanoid race): You become proficient with daggers and short swords, you deal bonus damage when backstabbing a creature, this backstab damage can stack on top of a critical, you also gain the spell to go invisible but can only perform a backstab or hiding action while doing so, you can use this two times per day, then must have a long rest before you can use this again.
- At level 20, you can use this an unlimited amount of times.
Flesh Weapons(Aberration race): You become proficient with natural weapons, you deal bonus damage with your natural weapons, your natural weapons can only perform a critical on a natural 20 dice roll, the aberration can cast Horrific Visage, you can use this three times per day, then must have a long rest before you can use this again.
- At level 20, you can use this an unlimited amount of times.
Ability Score Increase and Feat Gain
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 1 and you can gain one feat. As normal, you can't increase an ability score above 20 using this feature.
Dark thoughts, Animalistic thoughts
At level 5, your mind has shifted or has already been different many years prior, you gain special resistances depending on what race you are:
Dark Thoughts(Humanoid race): Your mind has became Highly resistant to any mind spells that would cause: fear, charm, command, frenzy, laughter, or illusions. Any attempts the caster of said spells go insane for 2 days. Some creatures if proficient on the performing spell can make a intelligence check with Advantage, if the creature is successful the Shadow Aberrant is affected by the spell but only for half the duration of the spell.
Animalistic thoughts(Aberration race): Your mind is used to horrors as you are one yourself, any negative spells that are mind related don't affect you however, positive mind spells are ineffective on you as well.
Weapons of Darkness, Inhuman resistance
At level 6, the shadow aberrant obtains even more talents from living in the shadows:
Weapons of Darkness(Humanoid race): The shadow aberrant can place their weapons in shadows which the shadows will engulf into them, after which, the shadow aberrant can obtain the weapons from within the shadows, any equipment sent here will be as if the shadow aberrant wasn't carrying their weapon at all.
- Can only get their weapons again when there is a shadow to retrieve it from.
Inhuman resistance(Aberration race): The shadow aberrant gains 5% physical damage reductions from slashing, bludgeoning, and piercing. At level 20 the shadow aberrant gains 5% magic reductions from all elemental magic.
- Elemental magic: Water, ice, fire, wind, lightening, and earth.
Cloak of Shadows, Embodiment of Nightmares
At level 7, one can gain one of these depending on race:
Cloak of Shadows(humanoid race): The Shadow Aberrant obtains a cloak that is consistently emitting darkness, it deals 1d6 necrotic and 1d8 poison damage to hostile creatures that are aware of the Shadow Aberrant within 5ft, at level 20 the cloak deals 2d6 necrotic and 2d8 poison damage within 10ft instead. The Cloak can be removed and weights nothing.
- This damage is dealt per each of the Shadow Aberrant's turn.
Embodiment of Nightmares(Aberration race): The Shadow Aberrant as a free action can surround itself in an aura of nightmares that lasts for 5 turns, whenever the Shadow Aberrant is attacked, the attacking creature must make a Wisdom check with Disadvantage, if the creature fails, the attack connects but the attacking creature gets psyche damage over time base on the amount of damage it dealt to the Shadow Aberrant, the damage type must be physical.
- This damage is dealt within 4 turns to the attacking creature.
Critical strike, Acidic Strike
At level 9, The Shadow Aberrant obtain these skills:
Critical strike(Humanoid race): The Shadow Aberrant obtains an easier chance to do critical strikes, lv.9 1d18-20, lv.13 1d17-20, lv.17 1d16-20, lv.20 critical strikes deal triple damage instead of double, quadruple damage if its a backstab.
Acidic Strike(Aberration race): The Shadow Aberrant natural weapons are imbued with their body acids dealing 1d10 acid damage.
Quick movement, Bleeding Strike
At level 10, the Shadow Aberrant obtains faster movement or a bleeding strike:
Quick Movement(Humanoid race): The Shadow Aberrant gets more speed: lv.10 +5 total speed increase, lv.15 +10 total speed increase, lv.20 +15 total speed increase.
Bleeding Strike(Aberration race): The aberrations Natural weapons or hand crossbow can deal a bleed over time damage for 3 turns: lv.10 1d4, lv.15 2d4, lv.20 3d4
- This bleed damage doesn't stack on itself, it does stack with other related features that provide damage over time.
Cunning Hunter, Hungry Predator
At level 11, the Shadow Aberrant has mastered the hunting skills in the dark:
Cunning Hunter(Humanoid race): Intelligence is increased by +1.You can also use a darkness portal letting you or your party members to travel any where, but you must leave a glyph behind in order to work, the glyph left behind the location is magically sealed to that place, you must also place another glyph on your current location to allow two ways for the portal, you can create two glyphs per day via an one hour ritual in the dark.
Hungry Predator(Aberration race): Constitution is increased by +1. Whenever, you drop a living creature to 15% of their hit point, you can consume a portion of their flesh as an action which heals you for 1d8, this will cause the living creature to take bleed damage 1d4 for three turns, the living creature must have limbs and be a size equal or smaller then you. If the creature were to survive it leaves a blood trail for you to follow for ten minutes.
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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