Lost One (5e Subclass)

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Lost One[edit]

Roguish Archetype

Sometimes an unsuspecting individual poking their nose in places they aren't supposed to be can stumble upon a hidden entrance into the Feywilds. Although these disappearances are usually permanent, as the creatures of the Fey enjoy receiving new playthings from time to time, occasionally these individuals are allowed to or able to slip back into our world. Upon returning, these individuals often discover their excursion into the mystical Feywilds had left them with irrevocable changes - for better or worse. The most glaring of these changes is their ability to manifest their shadow into a sentient shadow-self to aid them in whatever task they might be involved in - whether it be providing a distraction, checking doors and chest for traps while diving into dungeons (or people's homes), or dispatching their enemies in combat. Those that manage to witness the rogue and his shadow in tandem have taken to the name 'Lost One' - one who has wandered lost into the wilds and returned.

Features[edit]

Blessing of the Fey[edit]

Starting at 3rd-level when you select this 'college', your experiences within the fantastic Feywilds have fundamentally altered you and left you with some unexpected boons. You gain the following benefits:

  • You learn how to speak, read, and write Sylvan. Additionally, you gain proficiency with one instrument of your choice and the Performance skill, if you lack it.
  • Your exposure to the magic of the Feywilds has left an aura of allure hanging upon you. Whenever you would make a skill check using your Charisma modifier, you can treat a roll of 9 or less on the d20 as if it were a 10. You may use this feature a number of times equal to your proficiency bonus and regain spent uses after a long rest.
  • While you are not wearing armor or using a shield, your base Armor Class becomes 10 + Your Dexterity modifier + Your Charisma modifier (min. +1). This feature shares exclusivity with Unarmoured Defense.

Pan's Shadow[edit]

Beginning at 3rd-level, you have gained the uncanny ability to manipulate and manifest your shadow into a physical manifestation. As an action on your turn, so long as you are not standing within total darkness, you may summon your shadow and manifest it as a humanoid shape vaguely resembling your basic shape except it is solid black with smokey white eye sockets. This shadow self willing and unfailing obeys your commands and shares your Initiative in combat, taking its turn immediately after your own. The shadow self remains manifested until it becomes incapacitated, you become incapacitated, or 1 minute has passed. If you shadow dissipates due to one of these reasons, you must finish a short or long rest before being able to summon it once more. While manifested or on cooldown, you outwardly do not possess a shadow of your own. You may willing dismiss your shadow (no action required) at any time after manifesting it without penalty.

Your shadow can move freely within any area that is lit by either bright or dim light and may not willingly pass into areas of total darkness. If an effect would render your shadow self subjected to total darkness (such as the Darkness spell; the torches in a room going out; etc), your shadow is forcibly ejected from its area of effect, 10 ft in your direction. Your shadow self has sentience enough to act on its own accord without needing explicit commands from you, but it can only telepathically speak and understand the languages that you do and may only speak telepathically to you as long as you are within 60 ft of each other. The only audible sound your shadow makes is a hissing-like sound as it moves, attacks, or is attacked. Refer to the stats below for your shadow self's statistics.

While manifested, your shadow may take all of the same actions on its turn that you may normally take as well as interact with objects such as opening/closing a door or chest; but cannot replicate your class features/abilities, may only make a single attack per turn when taking the Attack action, and cannot benefit from any source of advantage. Any creatures within 5 ft of your shadow self have a penalty to any saving throws they make equal to your proficiency bonus, as the unnatural presence of your shadow unnerves and distracts them. Additionally, whenever your shadow successfully hits a target with an attack, you gain advantage on the next attack you make against that same target before the end of your next turn.

Shadow Self (Fey Spirit)

  • AC: 10 + Your Dexterity or Charisma modifier (highest modifier, min. +1; natural armor)
  • Hit Points: Equal to one half of your maximum Hit Points (rounded down)
  • Speed: A walking and a flying speed each equal to your natural walking speed.
  • Ability Scores: Your shadow self shares the same ability scores, as well as your passive Perception score.
  • Proficiency Bonus: Same as yours
  • Skills: Stealth, Performance (dancing)
  • Senses: Darkvision 60ft
  • Languages: Can understand each language you do, but lacks the ability to speak.

ACTIONS

  • Swipe. Melee weapon attack; +(Proficiency + Dexterity modifier) to hit; reach 5ft; Hit. 1d4 + Charisma modifier psychic damage. Your shadow attacks by erratically swiping at enemies as if trying to rake them with claws or fingernails, yet successful hits leave no marks upon their bodies as the damage is dealt to their psyche instead.
  • Skulk. Your shadow may flatten itself into a puddle-like pool of shadows and move across the surface of the ground this turn. While traveling in this manner, your shadow can still perceive their surroundings as normal, and your shadow can slip underneath door frames and similar openings provided these openings are two or more inches tall in size. At any time before the end of its turn, your shadow can resume its humanoid shape.

Misty Escape[edit]

Starting at 9th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. This movement does not trigger attacks of opportunity. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

Improved Shadow[edit]

Starting at 13th-level, your shadow self becomes stronger and more dangerous. Your shadow's maximum Hit Points while manifested is now equal to your maximum Hit Points. In addition, your shadow's Swipe action has its reach extended to 10 ft and now deals 3d4 + Charisma modifier psychic damage; creatures within 10 ft of your shadow self are now affected by your shadow's presence, rather than only 5 ft; and lastly, you may manifest your shadow one additional time after it is dismissed before needing to take a short or long rest.

Shadow Bond[edit]

Beginning at 17th-level, while your shadow self is manifested and within 100 ft of you, both you and your shadow have resistance to slashing, piercing, and bludgeoning damage dealt from non-magical sources.

Additionally, regardless of how your shadow was dissipated, you may always spend your action to manifest it once again at any time on your subsequent turns.

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