Dark Shadow (5e Class)

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Dark Shadow[edit]

Welcome to the Dark Shadow quirk. A dark and powerful quirk that manifests a shadow from you that is sensitive to sunlight. Are you prepared for this power?

Revelry in the dark.[edit]

Before you go Plus Ultra...[edit]

There are a few requirements before you can get your Dark Shadow Quirk. You must meet the following requirements:

-Have a minimum Constitution and Dexterity of 14

-Can not be a Construct, Undead, or Elemental.

The Edgy User of the Dark Shadow Quirk: Tokoyami Fumikage

Creating a Dark Shadow[edit]

Quick Build

You can make a Dark Shadow quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.

Class Features

As a Dark Shadow you gain the following class features.

Hit Points

Hit Dice: 1d6 per Dark Shadow level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Dark Shadow level after 1st


Armor: Light armor
Weapons: Crossbows, Daggers, Quarterstaffs, Scimitars
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Arcana, Insight, Perception, Stealth


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

  • leather armor
  • (a) two daggers or (b) a scimitar
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Dark Shadow

Level Proficiency
1st +2 Dark Shadow, Self defense
2nd +2 Dark Vision
3rd +2 Cast, Cast Feature
4th +2 Ability Score Improvement
5th +3 Shadow Control
6th +3 Enduring Shadow
7th +3 Powerful Shadow
8th +3 Ability Score Improvement
9th +4 Cast Feature
10th +4 Black Ankh
11th +4 Cast Feature
12th +4 Ability Score Improvement
13th +5 Piercing Claw of the Dusk
14th +5 Cast Feature
15th +5 Black Fallen Angel
16th +5 Ability Score Improvement, Gloom of the Black Arm
17th +6 Black Ankh Sabbath
18th +6 Darkness Master
19th +6 Ability Score Improvement
20th +6 Jet-Black Hero: Tsukuyomi

Dark Shadow[edit]

Starting at 1st level, you have a dark shadow living inside of you which gets weaker in the presence of light. It has an alignment of chaotic neutral, and its hit die is a d10. Its ability scores are your own. You summon forth or unsummon Dark Shadow as a bonus action. It can not move more than 15 feet from you. If it is forcefully moved beyond this point, it unsummons.

In bright light, your Dark Shadow reacts to your commands, is considered a Small creature with an attack range of 10 feet, has an AC of 14, and its unarmed strikes deal 2d4 + your Wisdom modifier slashing damage.

In dim light, your Dark Shadow reacts to your commands, is considered a Medium creature with an attack range of 15 feet, has an AC of 16, gains an additional 5 hit points, and can strike for 2d6 + your Wisdom modifier slashing damage.

In darkness, your Dark shadow acts of its own accord, often being incredibly violent and attacking anything in its wake. It is considered a Large creature with an attack range of 20 feet, has an AC of 18, gains an additional 10 hit points, and can strike for 2d8 + your Wisdom modifier slashing damage. A the beginning of each of your turns in this form, you must succeed a DC 15 Wisdom saving throw. On a failure, you must approach and attack the closest creature.

Your dark shadow will retreat when attacked by bright light, such as when taking fire or radiant damage or is blinded by a spell, and will be unusable for 1d4 minutes. If your Dark Shadow falls to 0 hit points, it will be unusable until the end of a long rest and you gain 1 level of exhaustion. Dark Shadow can be active for a total of 1 hour, regaining use at the end of a long rest.

Self Defense[edit]

Starting at 1st level, you learn a method to defend yourself should your Dark Shadow fail to. Your unarmed strikes deal 1d4 + your Dexterity modifier bludgeoning damage, and you may move 5 feet as part of your attack.


At 2nd level, you acquire 30 feet of darkvision. If you already have darkvision, you may instead increase the distance you see in it by 30 feet.


At 3rd level, you chose a Cast. Choose between Shadow-Walker or Day-Bracer, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 11th, and 14th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Shadow Control[edit]

At 5th level, you begin to control your dark shadow in darkness. While in your Dark Shadow is summoned in darkness, you may make a DC 16 Wisdom saving throw to gain control of your Dark Shadow for 30 minutes. After the 30 minutes are up, you may make the save again at disadvantage for another 30 minutes.

Enduring Shadow[edit]

At 6th level, when your Dark Shadow would become unusable, you may attempt a DC 15 Wisdom saving throw. On a success, Dark Shadow does not become unusable. If it would have become unusable from being reduced to 0 hit points, it regains 1d10 hit points. If it would have become unsusable from running out of time, it regains 1 minute.

Powerful Shadow[edit]

At 7th level, you may use Wisdom instead of Strength on any skills, saving throws, attack, or damage rolls while Dark Shadow is active.

Black Ankh[edit]

At 10th level, you envelop your body in your Dark Shadow, providing a boost in armor and physical strength. While Dark Shadow is active, your AC equals 10 + your Wisdom modifier + your Dexterity modifier, but Dark Shadow can only occupy your space.

Piercing Arm of the Dusk[edit]

At 13th level, while in Black Ankh, you can extend Black Shadow’s arms into a thin needle as part of your attack action. Its attack reach triples. You may do this a number of times equal to your Dexterity modifier.

Black Fallen Angel[edit]

At 15th level, you learn to fly using Dark Shadow. As an action, you may have Dark Shadow carry you in its arms to gain a fly speed of 30 feet. You may not use any of your other features until you land.

Gloom of the Black Arm[edit]

At 16th level, you augment your abilities further. As part of your normal attack action, you can make a shove attack or a grapple.

Black Ankh Sabbath[edit]

At 17th level, when you take the attack action, you can attack two additional times. You may do this once, regaining use at the end of a long rest.

Darkness Master[edit]

At 18th level, your dominion over darkness in unchallenged. Your Darkvision range doubles.

Jet-Black Hero: Tsukuyomi[edit]

At 20th level, you begin to revel in the dark and master your Dark Shadow. It is always in its darkness form, and you automatically succeed saving throws to control it.


A subclass built around treading in the shadows and increasing your power whilst in them.

Master of Shadows

At 3rd level, your Darkvision becomes Blindsight. It is still doubled by Darkness Master.

Controlled Fury

At 9th level, you have advantage on Wisdom saving throws to control Dark Shadow in darkness.

Black Hurricane

At 11th level, while in darkness, you may take the attack action as a bonus action. You may do this a number of times equal to half your Dexterity modifier, rounded up (minimum 1), regaining use at the end of a long rest.


At 14th level, as a bonus action while in Black Ankh, you can emit magical darkness in a 30 foot radius for a number of minutes equal to your Wisdom modifier (minimum 1). You may end this early as a bonus action and recast it later. You regain use of this at the end of a long rest.


A subclass built around controlling your Dark Shadow and improving it in lighter areas.


At 3rd level, when you make an unarmed strike while in bright light, you may move an additional 5 feet. Moving in this manner does not incur attacks of opportunity.


At 9th level, Dark Shadow has adjusted to the light to an extent. You have advantage on Wisdom saving throws to keep Dark Shadow from becoming unusable.


At 11th level, while in bright or dim light when you take the attack action, you may make an additional attack using your unarmed strike.

Keen Eye

At 14th level, while in bright light, you have advantage on your first attack each round.

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