Shadow Fighter Mage (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Shadow Fighter Mage[edit]

Fighter Subclass

Shadow Fighter Mages study the art of conjuring and controlling darkness. These fighters are also called "Shadow Knights" or "Dark Warriors", and they act as executors and infiltrators. Often, warrior mages trained in illusion and conjuration on a magical school are sent to complete missions that require a higher degree of violence than wizards are prepared to tackle.

Other shadow knights are elite mercenaries, working for guilds or alone, lending their unique skills to anyone wealthy enough to pay for their service. Regardless of under whom they operate, they are considered dangerous enemies, being the reason why those who know their existence fear the darkness.

Shadowy Eyes

When you choose this archetype at 3rd level, you can see through normal or magical darkness up to a range of 120 feet.

Shadow Magic

Starting when you choose this tradition at 3rd level, you can use your shadowy powers to duplicate the effects of certain spells. You gain a number of shadow points equal to twice your proficiency bonus. You recover spent points when you finish a short or a long rest.

You can use shadow points in the following manners:

Shadow Rebirth. When damage reduces you to 0 hit points while you are in an area of dim light or darkness, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you can spend 1 shadow point and instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
Shadow Casting. As an action, you can spend 2 shadow points to cast darkness, darkvision, pass without trace, or shadow blade, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.
Shadow Walker

At 7th level, you gain the ability to teleport through the darkness. When you are in darkness, as a bonus action you can teleport up to an unoccupied space you can see that is also in darkness, up to half your fighter level (rounded down) x 10 feet.

The residual darkness distorts your image, imposing disadvantage on the next attack made against you until the start of your next turn.

Shadow Servants

At 10th level, you can conjure creatures of shadows to attack your enemies. You can cast summon shadowspawn by spending 3 shadow points.

In addition, you can use your Shadow Walker feature to swap places with your servant, teleporting to their position and their to yours, as long as you can see the servant.

Shadow Escape

By 15th level, you can invoke shadows to protect you from harm. When you take damage while you are in an area of dim light or darkness, you can use your reaction to teleport to an area of darkness within your Shadow Walk distance.

When you do so you also become invisible, as shadows cover your body. You remain invisible until you make an attack, cast a spell, or are in an area of dim or bright light.

Avatar of Darkness

Starting at 18th level, you can spend 4 shadow points to cast shadow of moil, without spending spell slots or material components.

Alternatively, you can spend 6 shadow points as a bonus action to transform yourself into a being of pure darkness. In this form, you gain the following benefits:

  • When a creature makes an attack against you, it must roll 1d6. On a 3 or lower, the attack misses.
  • You can use Shadowy Rebirth without spending shadow points.
  • You are always considered to be in an area of darkness.
  • You gain a flying speed equal to your movement speed, and you can hover.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

3.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses