Shadow Garden (5e Class)

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Welcome to the Shadow Garden[edit]

Class Features

As a Shadow Garden you gain the following class features.

Hit Points

Hit Dice: 1d10 per Shadow Garden level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Shadow Garden level after 1st

Proficiencies

Armor: Light
Weapons: Simple and martial weapons.
Tools: Thieves tools and disguise kit.
Saving Throws: Depends on the chosen Path
Skills: Choose four from any of the skills

Equipment

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

  • (a) Thieves tools or (b) Disguise kit
  • (a) Dungeoneer’s Pack or (b) Scholar's Pack or (c) Explorer's Pack.
  • (a) Shortsword and 2 Daggers or (b) Longsword and longbow
  • If you are using starting wealth, you have 6d4 x 10 gp in funds.

Table: The Shadow Garden

Level Proficiency
Bonus
Features Sneak attack
1st +2 Shadows Friend, Slime Manipulation, Shadow path
2nd +2 Sneak Attack, Cunning Action 1d6
3rd +2 Shadow Garden Path Feature 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Extra Attack 3d6
6th +3 One With The Shadows 3d6
7th +3 Shadow Garden Path Feature, Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Shadow Step, Assassinate 5d6
10th +4 Improved Cunning Action, Ability Score Improvement, Shadow Garden Path Feature 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Shadow Garden Path Feature 7d6
14th +5 x 7d6
15th +5 Shadow Garden Path Feature 8d6
16th +5 Ability Score Improvement 8d6
17th +6 x 9d6
18th +6 x, Shadow Garden Path Final Feature 9d6
19th +6 Ability Score Improvement 10d6
20th +6 10d6

Shadows Friend[edit]

At 1st level, you gain proficiency in stealth if you are already proficient gain expertise.

Slime Manipulation[edit]

Starting at 1st level, as a free action you may create/dismiss a simple or martial weapon of your choice, weapons created this way may use your dexterity to hit instead also, while you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier.

At 3rd level you may create ranged weapons.

At 6th level, all weapons created by this feature count as magical for the sake of overcoming resistance.

Shadow path[edit]

At 1st level, your adventures and experiences have lead you down this path. Shadow Garden Path.

You gain additional features from your path.

Sneak Attack[edit]

Beginning at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon or weapons create through Slime manipulation.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shadow Garden table.

Cunning Action[edit]

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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.

One With The Shadows[edit]

At 6th level, While in darkness or dim light you gain advantage on stealth checks and make no noise unless you choose to.

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.

Shadow Step[edit]

At 9th level, as a bonus action while in dim light or darkness you may teleport to a unoccupied space that is also in dim light or darkness you can see within 50ft.

Assassinate[edit]

At 9th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Improved Cunning Action[edit]

At 10th level, whenever you use cunning action to disengage you may also hide as the same bonus action.

Reliable Talent[edit]

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Elusive Shadows[edit]

At 14th Level,You can use your reaction to impose disadvantage on an attack roll made against you if you are in dim light or darkness. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a long rest.

Master of Shadows[edit]

At 17th level,You can manipulate shadow magic to cast the Greater Invisibility spell on yourself once per long rest, without using a spell slot.

Shadow Garden Ascendance[edit]

At 18th level, Gain advantage on all saving throws against being charmed or frightened. Additionally, when you are in dim light or darkness, you can automatically succeed on Dexterity (Stealth) checks made to hide.


Shadow Enigma[edit]

At 20th level, You become a living embodiment of shadows. You gain immunity to psychic damage, and as an action, you can unleash a wave of shadow. All creatures you choose within a 60-foot radius must make a Wisdom saving throw against your spell DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This feature recharges after a long rest.

Shadow Garden Path[edit]

Shadow[edit]

Saves

At 1st level, your Saves are Dexterity and Charisma.

Unkillable Background Character

At 1st level, you may add your proficiency bonus to death saves.

NAZE!

At 3rd level, As an action you will the magic in you to take a visible form. All creatures within 40ft must make a wisdom saving throw vs your spell save dc or 8 + proficiency + Charisma. On a failed save they are frightened of you until the start of your next turn, on a success they are immune to this effect for the next 24 hrs. This ability recharges after a long rest. At 5th level you may use this twice before a long rest and at 12th it recharges on a short rest.

The Perfect Disguise (Almost).

At 7th level, You gain advantage on deception check to convince others you are not who you are and they have disadvantage. This does not work if that character has the delta subclass.

Analytical Exploiter

At 10th level, At 10th level, when a creature misses you with three or more attacks as long as you do not attack, cast a spell or use a ability that would cause harm to a target, your next attack against them is a critical hit. At 14 level if you pass a AOE effect from that same creature it counts as one attack.

Phalanx

At 13th level, As an action you use your slime manipulation to shoot spears of slime out towards your foes, creatures in a 20ft radius circle that you can see within 90ft must make a dexterity save or take 8d6+dex+Char Piercing damage or half as much on a successful save.

Recovery Atomic

At 15th level, A wave of healing energy washes out from you. Creatures you designate in a 30-foot-radius sphere centered on you. Each target regains hit points equal to 8d8 + Charisma modifier. Creatures effected by this also have any curses or diseases removed from them. This can be used once per long rest. At 17th it can be used twice and at 20th 3 times.

”I… AM… Atomic”

At 18th level, you Condense the magic within and them summon a pillar of light centred on you that expands outwards, everything in a 1000ft radius must make a dexterity saving throw vs your spell save dc or take 50d8 Force damage on a failed save, or half as much on a success. (you yourself do not take this damage) This damage is quadrupled against structures and objects. This ability recharges after a long rest. This damage ignores resistance and immunity.

Alpha[edit]

Saves

At 1st level, your Saves are dexterity and

At 1st level,

At 3rd level,

At 7th level,

At 10th level,

At 13th level,

At 15th level,

At 20th level,

Beta[edit]

Saves

At 1st level, your Saves are dexterity and

At 1st level,

At 3rd level,

At 7th level,

At 10th level,

At 13th level,

At 15th level,

At 20th level,

Delta[edit]

Saves

At 1st level, your Saves are dexterity and strength.

Animalistic Power

Starting at 1st level, all weapons created by slime manipulation and natural weapons count as magical for the sake of overcoming resistance.

At 6th level, all weapons used by this feature overcome immunities.

Primal Fury

At 3rd level, as a bonus action you may sacrifice your defense for offense, you gain the following benefits if you take a -3 to your AC: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as Delta. +3 at lv3, +4 at 7th, +5 at 11th, +6 at 15th, +7 at 19th. You have resistance to bludgeoning, piercing, and slashing damage.

It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Hide And Seek Master

At 3rd level, you may add your dexterity modifier again when calculating your stealth check. If you are hidden for more than 1 hour from allies they presume you are dead.

The Nose Never Lies

At 7th level, you have advantage to discern who your boss is if they are disguised as another, as well as you have advantage when tracking and hunting creatures. Also you have advantage on scent based perception checks.

Relentless Fury

Starting at 10th level, your fury can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're in fury and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Savage attacker

Starting at 11th level, you gain one more attack when using your extra attack.

Withstanding Might

Starting at level 13, whenever you take more than 50 damage you can, instead of taking that damage, take 50 damage as an irreducible amount of typeless damage. You can use this feature a number of times equal to your Strength modifier. You regain all expanded uses when you complete a long rest.

Moon's Cry

At 15th level, as an action you let out a powerful scream all creatures in a 35ft radius centred on you must make a Strength save vs 11 + Strength modifier + proficiency. On a fail they take 30d6 thunder damage and get the deafened condition for 1 minute, on a success they take half as much and are not deafened

The Big One

At 18th level, as an action you create a gigantic blade of slime, all creatures within 100ft by 60ft beam must make a 11 + Strength modifier + proficiency or take 45d6 bludgeoning damage and be knocked prone on a fail or take half as much and not be knocked prone on a success.

Epsilon[edit]

Saves

At 1st level, your Saves are dexterity and

At 1st level,

At 3rd level,

At 7th level,

At 10th level,

At 13th level,

At 15th level,

At 20th level,

Gamma[edit]

Saves

At 1st level, your Saves are dexterity and intelligence

Lady unluck

At 1st level, when you roll a natural one on a attack roll you may instead turn that into a hit. You may only use this ability once per long rest. Any natural one after this you fall over hit the curb, your nose starts bleeding and you take 1 bludgeoning damage and fall prone.

At 3rd level,

At 7th level,

At 10th level,

At 13th level,

At 15th level,

At 18th level,

Zeta[edit]

Saves

At 1st level, your Saves are dexterity and

At 1st level,

At 3rd level,

At 7th level,

At 10th level,

At 13th level,

At 15th level,

At 20th level,

Eta[edit]

Saves

At 1st level, your Saves are dexterity and

At 1st level,

At 3rd level,

At 7th level,

At 10th level,

At 13th level,

At 15th level,

At 20th level,

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shadow Garden class, you must meet these prerequisites: Dexterity 16.

Proficiencies. When you multiclass into the Shadow Garden class, you gain the following proficiencies: Simple weapons, Martial weapons, Light armor.


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