Shadowhunter (5e Class)

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Shadowhunter[edit]

Shadowhunters were created by the Angel Raziel to protect the world from Demons. We are to preside over the shadow world for both demons and supernatural creatures among us. Over a thousand years ago Raziel gave us The Mortal Instruments, these instruments let us know all truth, speak with angels and make more of us. We were given our own country named Idris, this is a safe place from the rest of the world. The last thing Raziel gave us was the Gray book which has the magic of the angels that we use to protect and hone our skills. This is what it means to be a Shadowhunter.

Making a Shadowhunter[edit]

The required race is Nephilim (Dark Vision is not too used for this class, the aura is not present with this class) Welcome New Shadow Hunter, you have become a Nephilim you are now a full Shadow Hunter. Remember Shadow Hunter is a way of life.

Creating a Shadowhunter[edit]

Shadowhunters are a special breed of warriors. Carrying around a very powerful blade made by the angels. Seraph Blades are only useable by Shadowhunters and Angels. Runes are what give the Shadowhunter their powers. Without the runes, the Shadowhunters are still pretty dangerous because of all their training.

Quick Build

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

Class Features

As a Shadowhunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shadowhunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadowhunter level after 1st

Proficiencies

Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: Calligrapher's supplies
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Intimidation, Medicine, Persuasion, Stealth

Equipment

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

  • (a) Studded Leather or (b) Chain Mail
  • Shield
  • (a) Longsword(Seraph Blade) or (b) Shortsword(Seraph Blade) or (c) Dagger(Seraph Blade)
  • (a) Burglar's Pack or (b) Dungeoneer's Pack
  • Hand Crowssbow 20 bolts

Table: The Shadowhunter

Level Proficiency
Bonus
Features Permanent Runes (Marks) Inscription Runes
1st +2 The Sight, Angelic Runes, Seraph Blade 1
2nd +2 Deceptive Skills, Monomachia 1 2
3rd +2 Tracking and Orienteering, Shadowhunter Order 1 2
4th +2 Ability Score Improvement 1 2
5th +3 Extra Attack 1 3
6th +3 Diplomacy, Language 2 3
7th +3 Order Feature 2 3
8th +3 Ability Score Improvement 2 3
9th +4 Agility and Grace 2 3
10th +4 Ranged Missile Combat 3 3
11th +4 Order Feature 3 4
12th +4 Ability Score Improvement 3 4
13th +5 Observation and Deduction 3 4
14th +5 Endurance 4 4
15th +5 Order Feature 4 4
16th +5 Ability Score Improvement 4 4
17th +6 4 5
18th +6 Order Feature 4 5
19th +6 Ability Score Improvement 4 5
20th +6 4 6

The Sight[edit]

At 1st level, this ability grants you the ability to pierce through the veil of illusions created by the glamour. As an action, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. This lasts until the end of your next turn.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Angelic Runes[edit]

At 1st level, you learn how to derive power from the angelic runes. You start by knowing the clairvoyance rune. You gain more runes as you gain levels in this class, as shown on the Marked Runes column above.

Rune Category and Types

The rune category is merely descriptive, and organize the runes by the following groups: Environmental, Healing, Mind, Physical and Symbolic.

For the types, is the name in parentheses in front of the rune's name, and can be from the following types: Inscription or Permanent. Permanent runes are marked on the player's body, and either passively give them its benefits, or do so after being activated; Inscription runes create effects after being inscribed on an appropriate target.

Steles and Inscription Runes

Runes from the Inscription type require the use of steeles. The steles are magical tools, that can be used to draw runes. You must be wielding a steele to use a Inscription Rune.

Activation Forms

Seraph Blade[edit]

Also a 1st level, you are gifted with the primary weapon of shadowhunters, the seraph blade.

Activating The Blade

While not active, the sword appears to be nothing more than a metal tube. When activated - which can be done as a bonus action - the blade springs to life, glowing with a bright light of 10 feet, plus dim light for another 10 feet around the weapon.

When activated, the blade take the form of one of the following weapons: dagger, shortsword, longsword, rapier or scimitar. When you hit a creature with this sword, you cause additional 1d4 fire damage with it. This fire damage ignore resistances and immunities from fiends and undead. A creature can take this damage once per turn.

Angelical Name

Each seraph blade has a name. When the blade is active, you can call its name using an action. When you do so, the light emitted by the blade increases to a 20-foot radius of bright and dim light; also, for the next minute, you add your proficiency bonus to the attack rolls with the blade.

For the duration, the blade is also considered magical, for the purposes of overcoming resistances and immunities to damage.

Once you call the blade's name, you can't do it again until you finish a short or a long rest.

Deceptive Skills[edit]

Starting at 2nd level, you master the arts of concealing and disguising your presence, to hide in the shadows or in plain sight. You gain the following benefits:

Stealth

You can take the Hide action using a bonus action.

Blending and Concealment

You add your Wisdom modifier (minimum +1) as a bonus to your checks with a disguise kit, and with the Deception and Performance skills.

Monomachia[edit]

At 2nd level, you develop your hand to hand combat skills. You roll a d6, instead of the normal die for unarmed attacks, and you can use either Strength or Dexterity for unarmed strikes.

In addition, whenever you take the Attack action and make an attack with a weapon that lack the heavy or two-handed property, you can grapple, shove or make a single unarmed strike against a target.

Tracking and Orienteering[edit]

At 3rd level, you can easily track your foes and orient yourself during travels. You always know in which direction is the north, and whenever you make a Wisdom (Survival) check to track a creature or to find a path, you make the check with Advantage.

In addition, you gain proficiency with the cartographer's tools and navigator's tools and can make checks that would require them without having access to such tools.

Shadowhunter Order[edit]

Beginning at 3rd level, the Shadowhunters are given the honor to join one of two orders, or to just keep their path as demon hunters.

Your choice give you features at 3rd level, and again at 7th, 11th, 15th and 18th 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Diplomacy[edit]

At 6th level, you can add your Wisdom modifier to your Charisma (Persuasion) checks.

Languages[edit]

At 6th level, you learn three additional languages. In addition, whenever you come in contact with a language you don't know, you can make a Intelligence check against a DC of 15. You add your proficiency bonus to this check. On a success, you can interpret a page of text or a sentence spoken by a creature.

Agility and Grace[edit]

At 9th level, you can use your bonus action to give yourself advantage on your next check using Athletics or Acrobatics, and you ignore nonmagical difficult terrain until the end of the turn.

Ranged Missile Combat[edit]

At 10th level, you ignore the disadvantage on ranged attacks due to making attacks at a long range. In addition, you can make ranged attacks with advantage using a bonus action. You can't use this feature if you have moved on this turn, and after using it, your movement speed is reduced to 0.

Observation and Deduction[edit]

At 13th level, you can choose to either take the Search action, or to give yourself advantage to the next Intelligence (Investigation) or Wisdom (Perception) check made until the end of this turn.

Endurance[edit]

At 14th level, you add your proficiency bonus to all Constitution checks and saving throws.

In addition, when you make a Constitution saving throw to halve the damage of an effect and succeed the check, you can use your reaction to halve the damage on a failure, or take no damage on a success.

Shadowhunter Orders[edit]

Demon Hunter[edit]

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in Stealth and Survival. You also have advantage on Survival checks when tracking Fey, Fiends, and Lycanthropes.

Fighting Style

At 3rd level, you can choose one fighting style available to the Fighter class.

Weapon Specialization

Also at 3rd level, your martial technique further increases. Choose one weapon of your choice, that becomes your weapon of specialization. You gain the following benefits when using the chosen weapon:

Demon Slayer

At 7th level, whenever you hit an aberration, fey, fiend or undead with your weapon of specialization, you can expend a superiority dice to deal additional damage equal to the number rolled multiplied by two.

In addition, your skill dice turns into d10s.

Sword Mastery

At 11th level, you are an exquisite fencer. You can add your proficiency bonus to your damage rolls when using swords.

Unrelenting

Starting at 15th level, when you roll initiative and have no skill dice remaining, you regain one superiority die.

Skill Mastery

At 18th level, your skill dice turns into d12s.

Silent Brother[edit]

Telepathy

Also at 3rd level, you can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

When you're using this feature to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

Rune Master

Also at 3rd level, you expand your ability to inscribe runes. You gain the Eidetic Memory rune, and one additional rune of your choice, plus one at 7th, 11th, 15th and 18th levels.

Longevity

Starting at 7th level, you imbue your body with runes that increase your lifespan by making you age slower. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Induce Insanity

When you reach the 11th level, you can induce insanity to a creature, through the use of your telepathic powers. You can cast crown of madness or enemies abound spell. After casting either spell, you can't use this feature again until you finish a short or long rest.

Superior Mind

At 15th level, the power of your mind knows no bounds, and you can shield it from harmful influences, or use your telepathy to a even greater extent:

  • You gain resistance to psychic damage, gain advantage against the charmed condition and is immune to the frightened condition.
  • You can cast modify memory and compulsion without expending a spell slot, without preparing the spell, and without using any components, provided you can communicate telepathically with your target. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
Telepathic Aura

At 18th level, you can sense the presence of any creatures within 30 feet of you without relying on sight, by just sensing their thoughts.

Iron Sister[edit]

Bonus Runes

At 3rd level when you choose this order, you learn the craft, creation and devotion runes. These runes don't count against your maximum number of runes known.

Sister's Infusions

When you choose this order at 3rd level, you gain the ability to imbue items with angelical magic. Whenever you finish a short or long rest, you can touch a nonmagical object and imbue it with a infusion, turning it into one of the magic items found below. Your infusion remains an item indefinitely, but vanishes when you die.

You can have one infusion active at a time. You can have one more infusion active at 7th, 11th, 15th and 18th level. You can then infuse more than one nonmagical object at the end of a short or long rest. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Shadowhunter Runes List[edit]

You know all the runes listed below choose which ones you will be using. Runes activated on your bonus action unless otherwise stated. Runes can be removed by the Council when a Shadowhunter is de-runed, can be cut off or burned off as well.

Environmental Runes[edit]

Creation Rune (Inscription Rune)

prerequisite: Iron Sister

You gain the ability to infuse weapons with heavenly fire, and to create seraph blades.

Enlighten Rune (Inscription Rune)

As a bonus action, you cause bright light to radiate from an object you touch in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.

You can have a number of enlighten runes active at the same time equal to your proficiency bonus.

Healing Runes[edit]

Amissio Rune (Inscription Rune)

As an action, you can inscribe this rune on a creature. The creature under this rune effect can benefit from this rune twice, choosing one of the following effects:

  • The creature can roll a hit die, and regain hit points as if had completed a short rest.
  • The creature regain a hit die.
  • If the creature is under an effect that causes them to take damage or lose hit points in each of its turns, it can use this rune to reduce the damage by 1d10 + the shadowhunter Intelligence modifier.

You can only have one creature under the effects of this rune at the same time. Once you use this rune, the same creature can't benefit from it until it complete a long rest.

Iratze Rune (Inscription Rune)

prerequisite: 9th level

As an action, you can inscribe this rune onto a creature. That creature regains 3d6 hit points and have any poison, disease, the charmed, poisoned, frightened or stunned condition removed.

Once a creature benefits from this rune, it can't do it again until it finishes a long rest.

Mendelin Rune (Permanent)

prerequisite: 9th level

This rune strengthens your vigor, granting you proficiency with Constitution saving throws.

In addition, you can use an Action to become invisible against humanoids for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.

At 15th level, you also become invisible to fiends.

Mental Runes[edit]

Action Rune (Permanent Rune)

This runes allows you to take quicker decisions. When you roll initiative, you can use your reaction to gain advantage on the roll.

Allied To Rune (Inscription Rune)

prerequisite: 5th level

You can mark up to four creatures with this rune using an Action, and the rune lasts for 10 minutes. For the duration, whenever a marked creature is within 5 feet of you, you have advantage on your attack rolls.

However, whenever you have no friendly creatures within 5 feet, you have disadvantage on all your attack rolls.

Awareness Rune (Permanent Rune)

It enhances awareness of surroundings, allowing you to add your Intelligence modifier to your Wisdom (Perception) checks.

It can also be used to dissipate the grogginess of waking up, in case of emergency awakenings. You can no longer be surprised, and if you are sleeping, you instantly wake up if a hostile creature moves within 10 feet.

Calm Anger Rune (Permanent Rune)

You can use your emotional turmoil to power up fighting skills, channeling emotional energy into combat while not losing your head. You can use the barbarian's rage once, as a 1st-level barbarian, being unable to do so again until you finish a long rest.

Clarity Rune (Permanent Rune)

prerequisite: 7th level

While you are charmed or frightened, you can use an action to activate this rune, ending the effect.

Communication Rune (Permanent Rune)

You can add your Intelligence modifier to your Charisma (Persuasion) and (Deception) checks.

Courage Rune (Inscription Rune)

prerequisite: 3rd level

You can inscribe this rune on a creature as an Action. The inscribed creature is immune to the frightened condition for the next hour. You can't have more than a single creature under the effects of this rune at the same time.

Eidetic Memory (Permanent Rune)

prerequisite: Silent Brother

It allows the wearer to recall specific memories in great visual details, as if watching a movie. As an action, you can choose one past even in which you have been present. On a success, you accurately recall anything seen, heard or sensed on that event.

Alternatively, you temporarily gain proficiency with a weapon, skill or toll you have seen some creature using, or learn temporarily a cantrip. You lose this benefit after 1 minute.

The save DC to recall the event equals 10. It increases by 5 whenever you use this feature again. On a failure, you can't use it again until you finish a long rest.

Fearless Rune (Permanent Rune)

prerequisite: 7th level

You become immune to the frightened condition.

Fortitude Rune (Permanent)

prerequisite: 11th level

It provides you with unshakable resolve, will, inner strength; You gain proficiency with Constitution and Wisdom saving throws.

Guidance Rune (Permanent)

This rune decreases your odds of being lost. You have advantage on Wisdom (Survival) checks, and you can no longer become lost except for magical means.

In addition, you always know what side is north.

Insight Rune (Permanent)

prerequisite: 7th level

When you make an Intelligence (Arcana), (History), (Nature) or (Religion) or Wisdom (Insight) that already adds your proficiency bonus, you double that bonus (not cumulative with other effects that double that bonus).

You also gain this benefits when making a thieve's tools checks that add your proficiency bonus.

Mental Excellence Rune (Permanent)

This rune enhance your learning abilities. You learn one skill, tool or language of your choice. Whenever you finish a short or long rest, you can replace it by another skill, tool or language. You must have spent the rest with someone who know the proficiency you are trying to learn.

In addition, during downtime, the time and gold spent to learn how to use a tool or learn a new language are halved.

Mnemosyne Rune (Permanent Rune)

This rune improves the memory of shadowhunters. You can accurately recall anything you have seen or heard within the past month.

You also have advantage on all Intelligence checks made to recall information you already know.

Persevere (Permanent Rune)

prerequisite: 7th level

This rune keeps you the will to keep going. When you fail a Constitution or Wisdom saving throw, you can use this rune to reroll the save, potentially turning the failure on a success, and you can't use this trait again until you finish a short or long rest. In addition, if you are reduced to 0 hit point, you are not knocked unconscious, but you still die after reaching three failures on your Death Saving Throws.

Persuade (Permanent)

prerequisite: 9th level

The rune gives you the ability to appear more convincing. This give you Advantage on your Charisma (Persuasion) and (Deception) checks.

Physical Runes[edit]

Abundance Rune (Inscription Rune)

As an action, you can activate this rune by inscribing it on a creature or object. When you do so, you create an illusory copy of that creature in an unoccupied space within 5 feet of it. The copy has the properties of a silent image spell, but not requiring concentration. The illusion can't be moved, and it lasts for 10 minutes.

Acceleration Rune (Permanent Rune)

The acceleration rune increases your movement speed. You can activate it as an Action, which increases your movement speed by 10 feet, for the next hour.

Accuracy Rune (Permanent Rune)

prerequisite: 3rd level

You can activate this rune as an Action. While active, you ignore the disadvantage granted for making ranged attacks at your weapon's long range.

Agility Rune (Permanent Rune)

prerequisite: 5th level

This rune give you enhanced agility of body and mind. Activating this rune requires an Action, and the rune requires concentration. This rune allows you to take the Search action using a bonus action. In addition, when you take the Attack action, you can forgo one attack to Dodge instead.

Agony Rune (Inscription Rune)

Agony rune is a illegal rune used for torture, and makes the victim recall their most traumatic memory. As an action, you can place the agony rune on a restrained or similarly helpless creature. The creature must succeed on a Wisdom or Constitution saving throw (his choice). On a failed save Wisdom save, the target must truthfully answer a single question. On a failed Constitution save, the target also takes 3d6 psychic damage.

The rune vanishes after 1 minute, or after the target answer the question. Creatures with an Intelligence score of 3 or lower are immune to this rune.

Clairvoyance Rune (Permanent Rune)

This rune serves to enhance and focus the Sight, giving the wearer extrasensory perception. When you use The Sight, it lasts for 1 minute, and also give you the benefits of detect magic for the duration.

Deflect Rune (Inscription Rune)

prerequisite: 5th level

You can apply this rune to a creature or object using an Action. The next time that creature takes bludgeoning, piercing or slashing damage from a non-magical attack, the damage is halved.

The rune lasts for 1 hour, until you use it again or until the target of the rune take damage.

Dexteritas Rune (Permanent Rune)

prerequisite: 15th level

Your Dexterity increases in 2, to a maximum of 22.

Endurance Rune (Permanent Rune)

You have advantage on Constitution saving throws to avoid exhaustion from traveling at forced march and not drinking enough water, to resist the effects of extreme cold or heat and to recuperate from injury, disease or poison after three days of downtime.

In addition, you add your proficiency bonus to the amount of minutes you can hold your breath, the amount of rounds you take to start choking and the number of days you can go without food.

Equilibrium Rune (Permanent Rune)

Whenever you would be knocked prone, you can use a reaction to avoid being knocked prone.

In addition, you gain advantage on Dexterity checks made to keep your balance.

Fireproof Rune (Inscription Rune)

prerequisite: 9th level

The marked creature or object becomes immune to fire damage. The rune lasts until it is used again, or until the target takes up to 5 x your Shadowhunter level fire damage. If the rune is destroyed by damage, it takes the remaining damage.

Flexibility Rune (Permanent Rune)

The wearer have greater range of motions on its joints. You can easily fit and move through a space meant for a creature of small size. In addition, you have Advantage on Dexterity checks and saves to avoid or escape the grappled or restrained conditions.

Hearing Rune (Permanent Rune)

prerequisite: 7th level

You can use a bonus action to sharpen your hearing. You have advantage on your Wisdom (Perception) checks based on hearing. You also gain blindsight up to a range of 30 feet as long as you are not deafened.

Once you use this rune, you must wait a short or a long rest to do so again safely. You can do again earlier, but you take 1d6 thunder damage for each turn you start with this rune active after the first use between rests.

Heat Rune (Inscription Rune)

You can inscribe an object as an action, causing it to burn. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed.

Alternatively, as an action, you scribe this rune using the steele onto a creature within your reach. The creature automatically takes 1d10 fire damage.

Heat Vision Rune (Permanent Rune)

You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light, in addition to being able to see through objects in this range. You can see different colors, the hotter the object the more on the warm spectrum of the color wheel it will be.

To detect fiends, the range increases to 60 feet.

Heightened Speed Rune (Permanent Rune)

This rune enables you to take the Dash action using a bonus action. When Dash, your movement ignores difficult terrain.

Nourishment Rune (Permanent Rune)

You double the time you can go without food before starting to starve. In addition, you need only half the daily portions of food to avoid starvation.

Nyx Rune (Permanent Rune)

You gain darkvision up to a range of 120 feet, and have no disadvantage on Wisdom (Perception) checks while in dim light.

Symbolic Runes[edit]

Angelic Power Rune (Inscription Rune)

The second rune given to shadowhunters, this rune symbolizes your status amongst your peers in the order. You can draw this rune on a weapon or projectile using a bonus action, allowing your attacks with that weapon to ignore resistances and immunities to non-magical damage.

If you damage a fiend with a weapon inscribed with this rune, that fiend can't regain hit points until the end of your next turn.

The effects of this rune last for 1 minute.

Craft Rune (Inscription Rune)

You can inscribe an object with this rune spending 1 hour. The inscribed object have double its hit points and damage threshold, and add your proficiency bonus to its AC. This rune effect lasts for 7 days.

Devotion Rune (Permanent Rune)

prerequisite: Iron Sister

It is traditionally placed on the heart during the wedding night, and symbolizes the devotion and intimate part of the couple's union. Marking this rune requires 1 hour, and can only be done after a 8 hours wedding ceremony. You place this rune in two creatures, creating a bond between them. Each creature gain advantage on Wisdom saving throws whenever they can see the other creature marked with the rune.

A creature marked by this rune can't be marked by it again. The rune can be split apart, breaking the bond, ending all the benefits of the rune. The creature can't be marked again.

Fortune Rune

prerequisite: 7th level

When you fail a saving throw, ability check or saving throw, you can reroll the d20, choosing the new result.

Once you use fortune rune, you can't do it again until you finish a short or long rest.

Gift Rune

Prerequisite: 15th level

Powerful Shadowhunters often wear this rune. It is often a sign of great prowess in combat... [incomplete]

Good Luck Rune

When you roll a 1 on the d20, you can reroll the die, choosing the new result.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shadowhunter class, you must meet these prerequisites: Nephilim race, Dexterity 13 Constitution 13

Proficiencies. When you multiclass into the Shadowhunter class, you gain the following proficiencies: Light armor, medium armor, martial weapons

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