Shade Knight (5e Subclass)

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Shade Knight[edit]

Fighter Subclass

A Githzerai Swordsman slices through mind flayers somewhere deep in the Underdark, an aura of shadows surrounds her.

You have been chosen by a powerful darkness in your world. (up to GM) People like you, guided by darkness are known as Shade Knights. By trusting darkness to guide you, you may achieve glorious feats and be granted immense power. Shade Knights wreak havoc upon their enemies, they have an inclination to evil, perpetuated even more by their specific "darkness".

Incite Fear

Starting at 3rd level, you are a truly fearsome enemy in your namesakes' environment. When you score a critical hit while you and the target are in dim light or darkness, the target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you until the end of their next turn. This feature cannot affect the same creature again for 24 hours.

Shadow Strikes

Also starting at 3rd level, at the start of your turn, you can use this feature to imbue your weapon attacks with the power of darkness, dealing an additional 1d6 force damage each hit until the end of the turn.

You have a number of uses of Shadow Strikes equal to your Wisdom modifier (Min. 1), regaining uses on long rest.

Shadow Assault

Upon reaching 7th level, you gain the ability to perceive the world while your sight is covered in darkness. You gain darksight up to a range of 60 feet. You can see through magical darkness created by you with this feature.

In addition, when you roll for initiative, you can cast darkness on yourself without expending a spell slot.

You can use this feature once, regaining the ability to do so after completing a short or a long rest. At 15th level you gain an additional use of this feature between rests.

Growing Darkness

Starting at 10th level, your connection to darkness allow you to summon shadow servants to come to your aid. As an Action, you can conjure two shadows (the DM has the stat block for those creatures).

The Shadows can see through magical darkness and follow your commands, staying in your shadow until you enter combat or otherwise give them a command. When a Shadow dies, it cannot be summoned again for 24 hours. If a Shadow goes farther than 120 feet away from you it dies.

At the start of combat the Shadows move to the nearest unoccupied space within 5 feet of you, they take their turns directly after yours and will take the dodge action if you don't give them a command.

The shadows disappear 1 hour after being summoned in such a manner, and you can't use this feature again until you complete a long rest.

Shadow Escape

At 15th level, when you take damage, you disappear in a burst of shadows in response to damage. When you take damage, you can use your reaction to teleport up to 60 feet to an unoccupied space you can see, and reduce the damage to half.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

One With Darkness

Upon reaching 18th level, you are truly a master of darkness, increasing the power of your abilities and your Shadows. You receive the following benefits:

  • The additional damage from your Shadow Strikes class feature increases to 2d6
  • Add your Wisdom Modifier (min. 1) to attack and damage rolls for your Shadows.
  • Add your Wisdom Modifier (min. 1) to your Shadows armor class and twice that amount to their hit points (min. 1).
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