Skiódi (5e Class)

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Skiódi

A worshipper of Erebus. The Greek God of darkness.

Erebus sent me to swallow you in his darkness, I hope he finds you satisfying!

The Skiódi

The Skiódi is a powerful melee class, with access to dark magics used to terrify and debilitate foes, render them helpless, or simply remove them from existence, usually in horrrific ways.

The legends go that Erebus was reluctant to interfere with mortal affairs, so he created the perfect warrior, and infused a glimmer of his own self within him/her. How the Skiódi is chosen is not fully known, however it is known that there is only a single Skiódi at any time. Skiódis are fuelled by their gift of darkness, and it is not fully understood how their powers work, not by mortals anyway...

Creating a Skiódi

Quick Build

You can make a Skiódi quickly by following these suggestions. First, Dexterity should be your highest ability score, followed bY constitution. Choose the hermit background.

Class Features

As a Skiódi you gain the following class features.

Hit Points

Hit Dice: 1d10 per Skiódi level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Skiódi level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Choose three from Perception, Intimidation, Stealth, Arcana, Investigation, Deception, Religion and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scholar's pack or (b) an explorer's pack

Table: The Skiódi

Level Proficiency
Bonus
Features Blessings Known
1st +2 Dark Weapon, Aegis of the Dark, Unbound Energy, Darkened Soul
2nd +2 Twilight Sight, Erebus' Blessing 2
3rd +2 Shadow Bend (1/rest), Ascension Path, 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack, Ascension Path Feature 3
6th +3 Shadow Bend (2/rest) 3
7th +3 Intense Soul 4
8th +3 Ability Score Improvement 4
9th +4 Dark Weapon Split 5
10th +4 5
11th +4 Blinkshift 5
12th +4 Ability Score Improvement 6
13th +5 Ascension Path Feature 6
14th +5 Blessing of the Dark Gods 6
15th +5 7
16th +5 Ability Score Improvement, Ascension Path Feature 7
17th +6 7
18th +6 Shadow Bend (3/rest) 8
19th +6 Ability Score Improvement 8
20th +6 Ascension Path Feature 8


Dark Weapon

You can use a bonus action to create a nonmagical weapon that does not have the heavy property, using the shadows around you. This dark weapon dissipates when you are no longer wielding it.

Aegis of the Dark

Your strong connection to dark magics have manifested into a ward that covers your entire body, protecting you from harm.

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution Modifier.

Unbound Energy

You do not need to eat or drink. You derive nourishment from shadows.

You do not need to sleep. Instead, you enter a trance, remaining semiconscious, for 4 hours a day. After finishing a trance, you gain the same benefit that a human does from 8 hours of sleep.

Darkened Soul

Being a Skiódi is a dark and lonely road. Darkness has found its way into every vein and every crack in your skin. The Light has abandoned you.

You regain half the normal number of hit points from evocation spells (such as cure wounds or healing).

Erebus' Blessing

Your worshipping of Erebus has granted you more control over the shadows.

At 2nd level, you gain two Erebus' Blessings of your choice. Your Blessings options are detailed at the end of the class description. When you gain certain Skiódi levels, you gain additional Blessings of your choice, as shown in the Blessings Known column of the Skiódi table.

Additionally, when you gain a level in this class, you can choose one of the Blessings you know and replace it with another Blessing that you could learn at that level.

If an Erebus Blessing has prerequisites, you must meet them to learn it. You can learn the Blessing at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Twilight Sight

Your eyes have been twisted and turned by the dark magic inhabiting your soul.

From 2nd level onwards, you can use a Bonus action to gain superior darkvision for 1 hour. While you have superior darkvision, you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. You can use this feature again when you finish a long rest.

Shadow Bend

You constantly manipulate the shadows around you to mask your presence. You can throw off this mask to channel that darkness in different ways.

Starting at 3rd level, when you use Dexterity (Stealth) to hide in a dim or dark space, you are considered proficient in the Stealth skill and add double your proficiency bonus (instead of your normal proficiency bonus). You can hide from creatures with darkvision as though they had normal vision. This benefit is known as gloomblend.

Gloomblend lasts until you use a Shadow Bend feature. You begin with one such effect: Dark Repulsion. You must then finish a short or long rest to regain gloomblend, and to be able to use your Shadow Bend again.

Some Shadow Bend effects require a saving throw. When you use such an effect from this class, the DC equals your Skiódi spell save DC.

Beginning at 6th level, you can use your Shadow Bend twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Shadow Bend – Dark Repulsion

When a creature moves within 5 feet of you, you can use your Reaction to repel them. The creature must make a Strength saving throw. On a failed save, the creature is pushed away from you 20 feet and knocked prone.

Ascension Path

At 5th level, you choose one of two ascension paths.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Intense Soul

At 6th level, choose either Persuasion or Intimidation. When you use your chosen skill, you add double your proficiency bonus (instead of your normal proficiency bonus).

If you do not have proficiency in either the Persuasion or Intimidation skill you gain proficiency in one of those skills, but you use your normal proficiency bonus.

Dark Weapon Split

At 9th level, Erebus grants you more power over the darkness. You can choose a second weapon to imbue with the power of darkness. This weapon does not contain any of the Blessings the other Dark weapon possesses. Drawing both of them costs a bonus action.

Blinkshift

From 11th level onwards, when you use your Shadow Bend on your turn, you may use your reaction to cast misty step on the same turn. This does not expend a spell slot.

Blessing of the Dark Gods

You have been a powerful and unforgiving deliverer of Judgement for the Dark Gods for many years, and as a reward for your service, they have imbued you with immortality.

At 14th level, you gain the following benefits:

  • You no longer age and cannot be magically aged.
  • You have advantage on Constitution checks made against disease
  • You gain resistance to poison

Ascension Paths

The path you choose culminates in the ultimate expression of your judgement.

Executioner Path

Your dark weapon becomes a direct conduit for the Dark Gods' punishment.

Binded Dark Weapon

You can use a free action to create a dark weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your dark weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your dark weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your dark weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your dark weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Shadow Bend – Siphon Soul

From 5th level onwards, when you attack a creature with your dark weapon and roll an 19 or 20 on the attack roll, you can use your Shadow Bend to siphon that creature's life force. The target takes an extra 5 necrotic damage if it isn't a construct or an undead. You also gain 5 temporary hit points.

At 13th level this increases to 10 necrotic damage and 10 temporary hit points.

Necrotic Shroud

Starting at 7th level, you can use your action to unleash the dark energy within yourself, causing your eyes to turn into pools of darkness and an aura of death and despair to surround you. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Gloomflight

From 15th level onwards, while your gloomblend is active, you can cast fly (self only) at will.

Shadow Bend – Umbral Weapon

From 17th level, you can use a bonus action to use your Shadow Bend to enhance your dark weapon for 1 minute. For the duration, when you attack with a dark weapon, you gain a +3 bonus to attack and damage rolls.

Irreplaceable

The Fates have deemed you as irreplaceable; you have delivered such punishment to mankind that they must reward you suitably.

At 20th level, when you drop to 0 hit points, you instead drop to 1 hit point and you regain 10 hit points at the start of each of your turns. The regeneration ends when you regain hit points back to your maximum hit points, or you drop to 0 hit points again. You must finish a long rest before you can use this feature again.

Erebus' Blessing

If an Erebus' Blessing has prerequisites, you must meet them to learn it. You can learn the Blessing at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Improved Dark Weapon

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Lifedrinker

Prerequisite: 12th level

When you hit a creature with your dark weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Multiclassing

Prerequisites

Dexterity 13 and Constitution 13

Proficiencies

Simple weapons, martial weapons.

Notes

Shadow Bend is considered to be a Channel Divinity feature for the purpose of multiclassing.


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