Shadow, Variant (5e Class)

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Shadow[edit]

Banished from the land of the living and cursed with undeath? Stuck between the Material and Astral plane? Got a supercharged soul that refuses to carry on? or spell gone wrong. A shadow is someone who was once of the land of the living, but through some event have been partially sent to the other side, but how? While there did you spend time clawing your way back or was it a part of a deal?

Creating a Shadow[edit]

How did you obtain you shadow powers and learn how to fight? Were you taught by a master of shadows or did you grow up embracing the shadows and training yourself? Why do you become a shadow? Was it for power, revenge, a goal, or something else? Also think about how open about your powers and abilities you wish to be.

Quick Build

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

Class Features

As a Shadow you gain the following class features.

Hit Points

Hit Dice: 1d4 per Shadow level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Shadow level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons
Tools: thieves' tools, one musical Instruments
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Choose four from Arcana, Deception, Intimidation, Investigation, Perception, Persuasion, Insight, and Stealth

Equipment

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

Table: The Shadow

Level Proficiency
Bonus
Features
1st +2 Merge, Shadow Defense, Overthrow
2nd +2 Regenerative Possession, Enhanced Strike
3rd +2 Shadow Aspect, Shodow's Evaison
4th +2 Ability Score Improvement, Reaching Out
5th +3 Hardened Defences, Quick Escape
6th +3 Shadow Aspect feature
7th +3 Evasion, Shadow Aspect feature
8th +3 Ability Score Improvement
9th +4 Lingering Shadow
10th +4 Shadow Aspect feature
11th +4 Shadow Aspect feature
12th +4 Ability Score Improvement
13th +5 Lethal Shadow
14th +5 Keen Eyes
15th +5 Shadow Aspect feature
16th +5 Ability Score Improvement
17th +6 Shadow Rapture
18th +6 Swift Strike
19th +6 Ability Score Improvement
20th +6 Combination Mastery, Shadow Aspect


Merge[edit]

Beginning at 1st level, as an action, you may choose to merge with another willing humanoid within 5 ft of you.

Merging is a process of you combining yourself with another, this means that you are no longer corporeal, or present, and as such you cannot be targeted directly. You occupy the same tile as the target.

By merging with another creature you amplify their own abilities with your own providing buffs to them...

- the target adds your modifier to their ability score modifiers.

      (If they have a +3, to INT, and you have a +2, then they now act as if they have a +5 for INT and all of its associated skills.)

- The target adds your max hit points as temporary hp while you are merged with them.

- The target adds half your base movement speed to their own movement speed

      (Magic items and spells don't count.)

- The target gains all proficiencies, skill, tools, armors, weapons, languages, etc., that you have.

When the hit points reach 0 then you are forced out and appear within 5 ft of the host and cannot merge with the same host for 24 hours. The host does not die from this. Instead they are returned to the same amount of hit points they had before you merged.

You may decide to leave as an action.

Shadow Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Overthrow[edit]

At 1st level, You may as an action chose to merge with an unwilling humanoid that is within 5 ft. The target must make an INT save versus your DC of 8 + proficiency bonus + Wisdom Modifier.

If they pass, nothing happens. If they fail, you push their mind out of the driver seat and take control of them yourself, you gain all of the benefits of Merge, but you now control the host, acting on your turn in the initiative order.

At the end of every turn, the host may make another INT save at the end of each of their turn, or every 6 seconds. If you are forcing them to do something they would be strongly against, for example handing over their items, killing an ally, or putting themself in harm's way. You would be forced out of the host within 5ft away taking 1d4 psionic damage.

Regenerative Possession[edit]

Starting at 2nd level, as an action you may convert the temporary hp gained by Merge into health for the host.

For example, if the host is at 13/50 hp and the temporary hp is at 25, you may convert all of it, be removed from Merge, and heal the host up to 38/50 hp.

Enhanced Strike[edit]

At 2nd level as a reaction, you may choose to spend 5 temporary hp to give your host +1d4 damage (DM's discretion on the type) on all damage rolls, excluding after-effects like bleeding and fire damage.

This damage increases by 1d4 at 5th, 8th, 11th, 14th, 17th, and 20th level

Shodow's Evaison[edit]

Starting at 3rd level, as a shadow, you are wispy and difficult to pin down. As a bonus action on each of your turns in combat you can take the dash, disengage, or hide actions.

Shadow Aspect[edit]

Beginning at 3rd level your powers as a shadow behind to specialize, you may choose your Shadow Aspect between Supportive, Supremacy, Subtle. You gain new aspect features at 6th, 7th, 10th, 11th, 15th, and 20th levels. These are detailed at the bottom of the class page.

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.

Reaching Out[edit]

When you reach 4th level you gain the ability to make attacks on enemies while inside of a host during your turn. You attack as if you are occupying the host's tile for reach and ranged weapons.

Hardened Defences[edit]

While Merged with a host their AC is increased by your proficiency bonus.

Quick Escape[edit]

Starting at 5th Level, when you are attacked out of a host you may, as a reaction, move up to half your movement speed, this movement does not trigger opportunity attacks.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Lingering Shadow[edit]

Starting at 9th level, your hold on your host strengthens, instead of adding half of you hp as temporary hp you may add all of it.

Lethal Shadow[edit]

When you reach the 13th level, you are able to more easily spot a creature's weaknesses. You and your host now have a crit range of 18-20

Keen Eyes[edit]

Starting at 14th level, you have learned to pinpoint an opponent's weaknesses and exploit them. When your host attacks you may spend 10 temporary hit points to reroll the attack.

Shadow Rapture[edit]

Starting at 17th level, when you hit an enemy, while in a host or otherwise, with a melee weapon you may drain their life and use it to strengthen your own, or your hosts and heal for half of the damage. dealt.

Swift Strike[edit]

Starting at 18th level, you can draw your weapon and strike with an uncanny speed. If you take the Attack action, while in host or otherwise, you can make one additional melee weapon attack as part of that action.

Combination Mastery[edit]

At 20th level, you are a master of entering bodies, and with this mastery, you gain the following benefits.

Your DC for Overthrow is increased by your proficiency again. Your Temporary HP when entering bodies is increased to 2X your max hp When knocked out of host you may choose where to reappear within 20 ft of the host.

Shadow Aspects[edit]

Supportive Aspect[edit]

Symbiotic Potential

at 3rd level, you may choose two potentials, you may choose another at 6th, 10th, 15th, and 20th


Statistical Amplification

at 6th level

Enhanced Bond

At 7th level,

Regenerative Bond

at 10th level,

At 11th level,

At 15th level,

at 20th level

Supremacy Aspect[edit]

at 3rd level,

at 6th level

At 7th level,

at 10th level,

At 11th level,

At 15th level,

at 20th level

Subtle Aspect[edit]

at 3rd level, Gain access to rogues sneak attack with the same damage scaling

at 6th level

At 7th level,

at 10th level,

At 11th level,

At 15th level,

at 20th level

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shadow Fang class, you must meet these prerequisites: 15 Dexterity and 13 Charisma.

Proficiency. When you multiclass into the Shadow Fang class, you gain the following proficiency: Stealth.



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