Way of the Shadow Claws (5e Subclass)

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Shadowmonk

Shadowmonks can hide in the shadows only to reappear nearby, attack with powerful shadow-imbued claws. They have a mix of supernatural and physical abilities, themed around the darkness. They deal quite a bit of damage with just their melee attacks, but can heal through forcing a dark ultimatum upon the victims of their claws and through life stealing effects.

Making a Shadowmonk

Shadowmonks are underhanded and sneaky masters of the darkness and of unarmed combat. Their souls have been twisted and tainted by their years of self destruction and distortion, and they seek to bring the same darkness to all around, even their enemies, when they least expect it.

Abilities: Shadowmonks can primarily focus upon Dex and Str for increased stealth and damage. Since they have a middle to high level learning rate, Int could also be useful.

Races: Just about any race has its shadowmonks. However, races leaning towards evil and chaos generally have more.

Alignment: Neutral Evil or Chaotic Evil

Starting Gold: 3d6×10 gp (105 gp).

Starting Age: Complex.

Table: The Shadowmonk

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Shadowrend
Attack bonus (Max Bleeding)
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +0 +2 +2 +2 Bonus Feat, Shadowrend, Deformed Claws, Shadow Strike + 0 (1) 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 #Shadow Stepping, Evasion +0 (1) 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 - +1 (2) 1d6 +0 +10 ft.
4th +3 +4 +4 +4 - +2 (2) 1d8 +0 +10 ft.
5th +3 +4 +4 +4 Shadow Jump Shadow Initiate +3 (2) 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Shadow Strike 2d6, Shadow Strike bonus +4 (3) 1d8 +1 +20 ft.
7th +5 +5 +5 +5 - +5 (3) 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 - +6 (3) 1d10 +1 +20 ft.
9th +6/+1 +6 +6 +6 Improved Evasion +7 (4) 1d10 +1 +30 ft.
10th +7/+2 +7 +7 +7 Shadow Body, Shadow Strike 3d6, Shadow Strike bonus 50 ft. +8 (4) 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Greater Flurry +9 (4) 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 - +10 (5) 2d6 +2 +40 ft.
13th +9/+4 +8 +8 +8 - +11 (5) 2d6 +2 +40 ft.
14th +10/+5 +9 +9 +9 Shadow Strike +4d6, Shadow Strike bonus +12 (5) 2d6 +2 +40 ft.
15th +11/+6/+1 +9 +9 +9 Shadow Master +13 (6) 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 - +14 (6) 2d8 +3 +50 ft.
17th +12/+7/+2 +10 +10 +10 Tongue of the Shadows +15 (6) 2d8 +3 +50 ft.
18th +13/+8/+3 +11 +11 +11 Shadow Strike 5d6, Shadow Strike Bonus +16 (7) 2d8 +3 +60 ft.
19th +14/+9/+4 +11 +11 +11 - +17 (8) 2d8 +3 +60 ft.
20th +15/+10/+5 +12 +12 +12 - +18 (9) 2d10 +4 +60 ft.
  1. The value shown is for Medium Shadowmonks. See Table: Shadowmonk Unarmed Damage by Size for Shadowmonks of all sizes.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha),Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex),Open Lock (Dex,Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

<-fluff about class features->. All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling

Shadowrend (Ex):Once per target, an unarmed attack made by the Shadowmonk is imbued with a dark essence of their twisted soul. As such, the shadowmonk's unarmed claw attack slices deeply and inflicts a wound deep enough to cause bleeding. Anyone struck by her unarmed strikes will suffer 1 additional point of damage each round until the wound is healed, unless they are willing to pay a price. A shadow droplet fragment of the Shadowmonk's soul will pool over the wound and telepathically offer the enemy wounded a choice; they may heal their enemy or bleed. If the target of a Shadowrend succeeds a Concentration Check of DC(5), they may send some of their focus to the shadow droplet, which will heal the shadowmonk for 1 point of damage instead of causing the bleeding. The target may choose to do this every turn, choose to ignore the offer, or alternate between the two. Pending DM rulings, this selfish choice to heal evil to save yourself may cause alignment problems. The shadowmonk cannot use Shadowrend on themselves or the droplet will simply re-integrate into the shadowmonk's soul instantaneously and leave her bleeding.

Every third level, Shadowrend improves, allowing for the deepening of wounds. A second successful unarmed attack made by the Shadowmonk may on a Shadowrend infected target will cause a deepened wound, making the target bleed for an increased point per turn or heal the shadowmonk for an increased point per turn at the target's discretion. Also, the Shadowrend begins to increase the Shadowmonk's bloodlust at this level, causing her to gain a +1 to attack rolls against bleeding or Shadowrend infected targets every level after the third for every possible attack the Shadowmonk gains.

Deformed Claws: At 1st level, a shadowmonk gains Deformity (Clawed Hands){See Book of Vile Darkness for Details} as a bonus feat even if they don't meet the prerequisites. Furthermore, this deformity is considered to also apply to their feet as well. A shadowmonk’s attacks are rutheless and killing blows must be done with their claws, either on their hands or of their feet. Still, this means that they may do a kicking slash attack even while their hands are full. There is no such thing as an off-hand attack for a shadowmonk striking unarmed. A shadowmonk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Unlike a regular monk, a shadowmonk may only deal lethal damage with their unarmed attacks, even in a grapple; they will attempt to snap the opponent's neck or otherwise damage a vital part of their target.

A shadowmonk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A shadowmonk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Shadowmonk is for Medium shadowmonks. A Small Shadowmonk deals less damage than the amount given there with her unarmed attacks, while a Large Shadowmonk deals more damage; see Table: Shadowmonk Unarmed Damage by Size.

Table: Shadowmonk Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8

Shadow Strike: Starting at 1st level, a shadowmonk can choose to take damage equal to half the damage dealt by an attack in order to imbue it with an extra die roll of an amount equal to the damage dice of their typical unarmed attack as well as special abilities. This damage receives no bonuses from your ability mod. You can choose an additional effect each time you gain another die of damage:

Fear: Enemies hit must make will save of DC(10+ Your Shadowmonk Level OR your will mod; whichever is higher). If they fail the check, they become frightened.

Stun: As the effects of Stunning Blow.

Shadowcleave: Your claws create a wave of energy that slashes into, and then passes through your target for 10 ft, dealing the same damage dealt to enemies behind the target that it passes through as a ranged touch attack

Push: The opponent is pushed 10ft + 5ft/STR mod back. They take an additional 2d6 of damage if they hit a wall or other sturdy object.

Ex-Shadowmonk

If a Shadowmonk strays from the path of Evil, or should she choose to walk a Lawful path, then she may choose to be treated as a Monk of one level lower when it comes to abilities and skills. No matter what they may do, however, the darkness of the shadow will still linger in some part of their heart, and non-lethal damage is beyond their grasp. As if to spite their choices, their twisted unconscious shall make even weapons that usually deal non-lethal damage deal lethal damage instead.

Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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