ShadowVeiled (5e Class)

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<!-Introduction Leader->[edit]

Creating a ShadowVeiled[edit]

Quick Build

You can make a ShadowVeiled quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Hermit background. Third, choose 2 sickles, a longsword, and a dungeoneer's pack. (Proficiencies could be Longsword, Shorstsword, and Longbow.)

Class Features

As a you gain the following class features.

Hit Points

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


Armor: None
Weapons: Simple, 3 Martial weapons of your choice
Tools: None
Saving Throws: Dexterity/Constitution
Skills: Choose any 3, one of which must be acrobatics, sleight of hand, or stealth.


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

  • (a) 2 sickles or (b) Any 2 simple melee weapons or (c) Any simple ranged weapon with 20 of it's required ammunition
  • (a) A longsword or (b) A martial melee weapon or (c) A martial ranged weapon with 20 of it's required ammunition
  • (a) Dungeoneer's pack or (b) Explorer's pack

Table: The

Level Proficiency
Control Points Features
1st +2 0 Eyes of Night, Unarmored Defense, Shade Weapon
2nd +2 1 Unarmored Movement, Shadow Control
3rd +2 1 Expertise, Dark Spells
4th +2 2 Ability Score Improvement, Shade Weapon Improvement
5th +3 2 Extra Attack, Silent Motion
6th +3 3 Shadow Step, Dark Spell Improvement
7th +3 3 Resistant, Shadow Control Feature
8th +3 4 Ability Score Improvement, Shade Weapon Improvement
9th +4 4 Distorted Double, Dark Spell Improvement
10th +4 5 Shadow Swap, Silent Motion Improvement
11th +4 5 Shadow Clone, Meld Into Gloom
12th +4 6 Ability Score Improvement, Shade Weapon Improvement
13th +5 6 Shadow Control Feature, Dark Spell Improvement
14th +5 7 Sharp Mind, Distorted Double Improvement
15th +5 7 Silent Motion Improvement, Dark Spell Improvement
16th +5 8 Ability Score Improvement, Shade Weapon Improvement
17th +6 8 Practiced Dark Spells, Disciplined Training
18th +6 9 Dark Spell Improvement, Shadow Control Feature
19th +6 9 Ability Score Improvement, Shade Weapon Improvement
20th +6 10 Veil Of Shadow, Silent Motion Improvement, Dark Spell Improvement

Save DC and Spell Attack Modifier[edit]

Some of the features of this class require a saving throw. The saving throw is calculated using your Intelligence and looks like this.

Save DC= 8 + Intelligence modifier + Proficiency Bonus

The spells you get later on in the class require a Spell Attack Modifier to increase your chance of affecting your target. That uses your Intelligence again and looks like this.

Spell Attack Modifier= Intelligence Modifier + Proficiency Bonus

Eyes Of Night[edit]

Beginning at 1st level, your eyes have become coated with a thin layer of the shadow magic lying within you, allowing you to see in magical and nonmagical darkness out to a range of 60 feet. You see dim light within this area as bright light, and darkness as dim light. When you reach 9th level, this darkvision increases to 120 feet and you see both dim light and darkness within this area as bright light. (If you already have darkvision, it increases by 30 feet at level 1 and another 30 feet at level 9.)

Unarmored Defense[edit]

Beggining at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your proficiency bonus. If you are wielding a shield but wearing no armor, you may add half of your proficiency bonus to your AC, rounded down.

Shade Weapon[edit]

Beginning at 1st level, you can create a special shadow weapon over the course of 1 hour, which can be during a short or long rest. This weapon can take the form of any simple or martial weapon that you are proficient with, although it is clearly made of shadows and deals psychic damage instead of it's normal damage type. You can give any shade weapon you conjure the finesse property as long as it does not have the heavy property. Only you can wield this weapon. This weapon counts as magical for the purpose of overcoming immunity to nonmagical attacks and damage. You can only have 2 of these Shade Weapons at a time and should you make a third one, one of the old ones disappear. At certain levels, your shade weapons gain certain effects, as shown below.

At level 4, your shade weapons gain +1 to attack and damage rolls and you deal extra psychic damage on a critical hit equal to your Intelligence modifier.
At level 8, the bonus to attack and damage rolls increase to +2.
At level 12, the bonus to attack and damage rolls increases to +3.
At level 16, you gain a number of temporary hit points when you score a critical hit with a shade weapon equal to your ShadowVeiled level.
At level 19, your shade weapons score a critical hit on a natural roll of 19 or 20.

Unarmored Movement[edit]

Beginning at level 2, your speed increase by 10 feet while you are not wearing armor. This bonus increases to 15 feet when you reach 6th level, 20 feet at 10th level, 25 feet at 14th level, and 30 feet at 18th level. You can wield a shield and still gain this benefit.

Shadow Control[edit]

At 2nd level, you choose a way of controlling the shadows around you, whether it be focusing them into yourself and others, or wrapping them around yourself to increase your reaction time and quickness. Choose between Focuser or Enhancer, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 7th, 13th, and 18th levels.


At 3rd level, choose two of your skill proficiencies. (One of them must be Acrobatics, Sleight of Hand, or Stealth.) Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills.

Dark Spells[edit]

Beginning at 3rd level, you've finally tapped into a special form of shadow magic; Dark Casting. You gain different spells as you level up, as shown below. Each of these spells can be cast once without any components, regaining use on a short or long rest. After you have cast that spell, you may cast it again before a long rest at the cost of 10 HP. You may only cast these spells if you and the target are in dim light or darkness.

3rd level- Darkness. When you cast this spell, shadows leap from your hand to fill the point you choose.
6th level- Darkvision. When you cast this spell, the creature you touch gains a shadowy film over their eyes.
9th level- Pass Without Trace. When you cast this spell, the affected creatures have a shadowy fire around their bodies.
13th level- Silence. When you cast this spell, shadowy forms swirl around the dome, though they don't hamper vision through them.
15th level- Hold Person. When you cast this spell, chains or creatures made of the darkness bind the target in place.
18th level- Gaseous Form- When you cast this spell, the target becomes a wispy ball of shadow.
20th level- Greater Invisibility- When you cast this spell, the target is momentarily covered in a black mist, then swallowed by it completely.

Ability Score Improvement[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.

Silent Motion[edit]

Beginning at 5th level, your walking makes no sound when moving normally. You have a +3 bonus to Dexterity (stealth) checks that rely on moving silently.
At level 10, your equipment makes no sound when moving at a normal pace or slower. The bonus increases to +4.
At level 15, you and no equipment make no sound, even when sprinting or climbing. The bonus increases to +5.
At level 20, even your attacks are completely silent, and you don't make any sound whatsoever unless you want to. Verbal components of spells or magic item command words can still be spoken by you, but the only people who hear you speak are those you choose that would otherwise be able to hear you normally. You now automatically succeed on any Dexterity (stealth) check that relies on moving silently, so long as there are not other ways you could be detected.

Shadow Step[edit]

Begining at 6th level, you gain the ability to step from one shadow to another. When you are in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unnocupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of your turn. When you reach 15th level, the maximum distance that you can teleport becomes 120 feet.


Beginning at 7th level, choose one of the following ability scores; Strength (Brawn), Dexterity (Evasion), Constitution (Endurance), Wisdom and Intelligence (Discernment)
When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Distorted Double[edit]

Beginning at 9th level, you leave behind a faint trace of yourself when you move, an afterimage that follows behind you. This afterimage can be used to fool your opponents in multiple ways. You gain the following two features. You can use each of them once and regain their uses on a long rest. A creature that cannot be charmed or that has Truesight is immune to these features.

Army Of One- As an action, you can beguile your opponent by moving in a strange pattern and making it seem as though there are multiple of you until the beginning of your next turn. If a creature attacks you while you are using this, it has disadvantage on the attack roll and if it misses, you can make one melee attack with advantage against that creature.
SkipBack- When you are hit by a melee attack, you can use your reaction to jump back to the space behind you, provided there is an unoccupied space within 5 feet of you. You take no damage from the attack, and the first melee attack you make against that creature has advantage, provided you make it before the end of your next turn. If there are no unoccupied spaces within 5 feet of you, you cannot use this feature.

Shadow Swap[edit]

Beginning at level 10, when you use your shadow step feature, you can choose a creature within range of your ability and is within dim light or darkness. If the target is willing, you swap places with the target. If the target is unwilling, it must make a charisma saving throw against your save DC or be forcefully swapped with you. You may also use this feature to swap the places of 2 targets other than you, following the same rules.
You may use this feature as a reaction when a creature you can see makes an attack roll or casts a spell. Once you use this feature as a reaction, you may not use this feature as a reaction until you finish a short or long rest.

Shadow Clone[edit]

Beginning at level 11, you have learned to manifest a Shadow Clone. A Shadow Clone is a dark, rough copy of you that has no distinguishing features, as the clone's body is made out of pure shadow. You can manifest it as an action on your turn and it remains for a number of hours equal to 1 + your intelligence modifier or until destroyed. When summoned, it has a Shade Weapon of your choice and can make one attack with it if you use your action to mentally command it to. It does not add any ability modifier to the damage of it's attacks and it cannot hold any items other than it's Shade Weapon.

Your clone has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the clone to move up to your speed in any direction (no action required).
After your clone has been destroyed or is dismissed as an action, you cannot summon it again until you finish a long rest.

Meld Into Gloom[edit]

Beginning at level 11, you can become part of the darkness itself, hiding away in an inky pool of shadow, ready to strike at a moment's notice. As an action while you are in dim light or darkness, you can expend half of your movement speed to crawl into a shadow. You can remain in the shadow, where you can still see out of where you entered, as well as move around within the shadows using your movement. (Although you can't enter bright light) Moving within a shadow is treated as if you are directly adjacent to the space that you are near. (Ex: You move down into a shadow on the ground. You are considered to be "in the ground" and therefore, must look up to see what is happening above the shadow.) To interact with creatures outside of a shadow, you must expend a bonus action and half of your movement to eject yourself from the shadow, entering an unoccupied space. While within a shadow, other creatures cannot see or hear you, unless you want them to.

Sharp Mind[edit]

By 14th level, you have experienced enough puzzles and trickery to find your way out of almost any situation. You gain proficiency in Intelligence saving throws.

Practiced Dark Spells[edit]

Beginning at 17th level, Dark Casting has become a more natural part of you. You can cast your Dark Spells as a bonus action, rather than an action. You do not need to concentrate on any of the dark spells you currently have when you gain this feature. (Darkness, Darkvision, Pass Without Trace, Silence, and Hold Person.) Additionally, when you cast Darkvision, the target gains 120 feet of Darkvision, instead of 60.

Disciplined Training[edit]

Veil Of Shadow[edit]


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Shadow Sight[edit]

Beginning at 2nd level, by concentrating more shadow into your eyes, you have advantage on saving throws against illusions.

Patient Strike[edit]

Beginning at 7th level, you've extended your shadow focusing abilities into any weapon you're wielding. You can use a bonus action to concentrate shadows into your weapon. Until the end of your current turn, you add your intelligence modifier to your attack roll with that weapon, and you deal an extra amount of psychic damage equal to your ShadowVeiled level to the target on a hit. This effect ends once you deal the extra damage.

Muscle Restraint[edit]

Starting at 13th level, you can target a creature within 60 feet of you as an action. That creature must succeed on a strength saving throw or become paralyzed for up to 1 minute, as shadows are forcefully absorbed into their skin, holding their muscles in place. A creature paralyzed by this feature cannot take damage. At the end of the paralyzed creature's turns, it can make the save again, ending the effect on a success. A creature targeted by this feature can fail the save willingly.

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Prerequisites. To qualify for multiclassing into the ShadowVeiled class, you must meet these prerequisites: Dexterity 13, Intelligence 13

Proficiencies. When you multiclass into the ShadowVeiled class, you gain the following proficiencies: Simple Weapons, one Dexterity Skill

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