Shade (5e Subclass)
Shade[edit]
This is a 3rd Level Roguish Archetype
Walking along the path of shadow is a difficult one. Most who try, fail, falling into the shadows and being consumed by darkness. However, the few succeed go on to be some of the most equally powerful and terrifying assassins, warriors, and archers alike, using the power of the void plane, they fight using shadow magic while stepping between the material and void plane at will. These are the Shades, fighters capable of channeling the power of the void, using this power to slay their enemies. They are terrifying skirmishers, jumping from shadow to shadow unnoticed, shaping the darkness around them, and even using the Void itself as a weapon.
- Shadow Technique
At level 3, a Shade unlocks the power of the void plane. You gain Shadow Points equal to your Proficiency Bonus after every short rest, or double your Proficiency Bonus after a long rest. Shadow Points disappear when used or after a long rest. You can use Shadow Techniques you have unlocked by using Shadow Points, some Shadow Techniques can be used without Shadow Points but come with a risk. Shadow Points allow a Shade to draw on the power of the void plane without suffering the negative effects.
- Fade
At 3rd level, a Shade learns how to fade into the shadows. So long as you have Shadow Points available, you can to teleport up to 60 feet as a bonus action or cunning action into areas of shadow, dim light or darkness. Upon coming out of the teleport, you have advantage on a single attack for the duration of your turn. If you do not have any Shadow Points when using this trait, you can only teleport up to 30ft as a normal action in an area of dim light or darkness; You have disadvantage on any attack rolls or saving throws for the turn, and suffer 1d4 psychic damage for 3 turns.
- Grinning Opportunist
Beginning at 5th level, you know how to distract and dismantle your foes. Once on your turn, if you are in dim light or darkness, you can spend a Shadow Point to attempt to frighten all enemies within 15ft. You deal an extra 1d8 psychic damage to frightened creatures you hit with an attack. The attack must use a finesse or a ranged weapon, or a Shadow Technique. The amount of the extra damage increases as you gain levels in this class, becoming 2d8 at 7th level, 3d8 at 12th level, 4d10 at 15th level and 5d10 at 18th level.
- Shadow Shape
Starting at 5th level you learn to manipulate shadows and darkness from a distance. You can stretch and shape your own shadow up to 3x your size, in a range of 20ft using concentration or 10ft without. Areas where multiple shadows overlap decrease in brightness but you can not use your own shadow to hide yourself. At 7th level you learn to give mass to these shadows. You can summon a mage hand of darkness from your shadow, and any shadow touching yours within 30ft. You can also now stretch your shadow 15ft without concentration. At 10th level you learn to infuse your shadows with the power of the void. Your shadows grow up to 4x your size, and their range increases to 30ft with concentration or 20ft without. Areas where you overlap shadows now decrease in brightness twice, and your shadow itself decreases in brightness by one.
- Shade Step
Starting at 10th level you can use your bonus or cunning action while within dim light or darkness to step into the void plane and turn invisible and intangible. You can move up to your speed without provoking opportunity attacks, and you can move through walls, objects, and creatures as if they were difficult terrain. At the end of your turn, or if you end the effect early as a free action, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you were moved. At 12th level you can use your action to temporarily send a creature's body into the void plane, they gain the effects of your Shadow Step, but you can still sense and interact with the creature.
- Eyes of the Void
Starting at 12th level your vision in darkness becomes stronger as you can now see into the void plane. You can see normally in complete darkness, both magical and nonmagical, to a distance of 120 feet.
- Shadow Hunt
Starting at 16th level you can spend a Shadow Point to merge with the shadows around you. You're physical body disappears and you can not be directly targeted. You can move along the entire length of the shadow without spending your movement, however you can not attack until you leave the shadow and regain your physical form. You can sense all objects and creatures in or on the shadow, but you can not interact with them. If the object producing your shadow is destroyed, you must make a dexterity saving throw to avoid taking 2d8 force damage, you take no damage and remain in shadow form if successful. If the shadow is destroyed by magical means, or by the introduction of light, you take 1d10 of damage with no saving roll.
- Puppet Master
At 17th level, you gain the ability to use a Shadow Point to create a number of perfect illusions of yourself equal to half of your proficiency modifier rounded up, for 1 minute or until you lose concentration. You may control this illusion as a bonus action on your turn to move it up to your movement limit, and can even swap positions with this illusion as an action, but can only do so as long as you are in dim light or darkness. When created this illusion manifests itself anywhere within 30 feet of your choosing. You must stay within 120 feet of this illusion or the ability fails. Once you use this ability, you can't use it again until you complete a long rest.
- Void Ritual
Starting at 18th level you can send creatures to the Void Plane you originate from. You can choose any number of willing creatures up to double your proficiency modifier rounded up, or any number of unwilling creatures up to half of your proficiency bonus rounded down. Creatures willingly sent to the void plane do not require Shadow Points and are gently coaxed across the planes, as you act a guide and anchor between planes. Creatures violently sent to the Void Plane require Shadow Points and have their consciousness cleaved from their body and shot across planes. They take 1d100 of psychic damage on a failed constitution save or wisdom save, or half that on success. The physical body of any creatures send to the Void Plane remain where they were. While in the Void Plane creatures can roll once per turn to return their original plane. On failure the creature takes 1d10 psychic damage, on success they regain consciousness. They do not eat, drink, or even think while their consciousness remains on the Void Plane, you can share some of your life with them, halving your max hitpoints but halting the deterioration of their bodies for as long as you choose. You can spend a Shadow Point to enter or exit the Void Plane on your own, and you can use any shadow technique on the Void Plane without using Shadow Points. You can summon creatures you sent to the Void Plane for a Shadow Point each. You can only send unwilling creatures to the Void Plane once per long rest, at 20th level this increases to 3 times.
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