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, Expertise 1d8
3rd +2 Steady Aim, Shadow Garden Path Feature, Fighting Style 2d8
4th +2 Ability Score Improvement, Ability Score Improvement 3d8
5th +3 Extra Attack, Cunning Strike 4d6
6th +3 Ability Score Improvement, One With The Shadows 4d8
7th +3 Shadow Garden Path Feature, Evasion, Uncanny Dodge 5d6
8th +3 Ability Score Improvement, Ability Score Improvement 5d8
9th +4 Shadow Step, Assassinate 6d6
10th +4 Improved Cunning Action, Ability Score Improvement, Shadow Garden Path Feature 6d8
11th +4 Reliable Talent 7d6
12th +4 Ability Score Improvement 7d8
13th +5 Shadow Garden Path Feature 8d6
14th +5 Devious Strikes, Elusive Shadows 8d8
15th +5 Shadow Garden Path Feature 9d6
16th +5 Ability Score Improvement 9d6
17th +6 Master of Shadows 9d8
18th +6 Shadow Garden Ascendance, Shadow Garden Path Final Feature, Elusive 10d6
19th +6 Ability Score Improvement 10d8
20th +6 Shadow Enigma 11d8

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. You can use your bonus action to make an additional attack with this weapon, 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. You can deal an extra 1d8 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.

You can push your limit to beyond normal for a moment. During your shift, you can perform an additional action along with your action and possible bonus action. Once you use this feature, you need to finish a short or long rest to use it again.

Expertise[edit]

Your overall mastery increases. Making you excel in certain skills. At 2rd level choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 9th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.

Steady Aim[edit]

When you reach 3th level, as a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Fighting Style[edit]

Starting at 3nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options:

Durability

When you learn this fighting style, your maximum HP increases by an amount equal to your level. Then each time you gain a level, your maximum HP increases by an additional 1.

Natural Fighting

You gain a +1 bonus to attack and damage rolls you make with your unarmed strikes and natural weapons. If you aren't wearing armor and aren't incapacitated, you gain a +1 bonus to your armor class.

Versatility

You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Akimbo

When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.

Bullseye

You gain a +2 bonus to ranged attack rolls you make using firearms. The weapon must have the Sighted property or have a normal range of 80 feet or longer to gain this effect. This effect does not stack with the Archery fighting style.

Duelist

While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target's AC by 5 or more, you deal an additional die of weapon damage. You can only use this ability once per round.

Shotgunner

When you hit with a ranged weapon attack using a firearm that has the Scatter property, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is worse than the original.

You gain another fighting style at level 6 and 9, and can change them at the end of a long rest.


Ability Score Improvement[edit]

When you reach 4th level character, and again at 6th, 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. The number of attacks increases to three when you reach 10th level.

Cunning Strike[edit]

Beginning at 5th level, you've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

  • Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw (DC 10 + Proficiency + Dexterity). On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner's Kit on your person.

  • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw (DC 10 + Proficiency + Dexterity) or have the Prone condition.
  • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
  • Wires (Cost: 1d8). You create threads with your slime manipulation, opponents in a 10-foot circle must make a Dexterity saving throw (DC 10 + Proficiency + Dexterity) or be subject to the Restrained condition.

At 11th Level, you can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect.

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.

Uncanny Dodge[edit]

Beginning at 7th level, when an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).

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.

Devious Strikes[edit]

At 14th Level, you've practiced new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

  • Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
  • Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
  • Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

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.

Elusive[edit]

At 18th level, you're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

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 (DC 10 + Proficiency + Dexterity)) 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 can add your proficiency bonus to death saves.

WHY!?

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 10 + proficiency + Charisma. On a failed save they are frightened of you for 1 minute, 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.

Superhuman Speed

At 3rd level, your body has surpassed the limit of normal speed, you gain an additional 10 feet of movement, plus +2 AC against any attacks, and can move equal to half your speed as a reaction whenever an enemy misses with an attack on you.

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 serves to disguise yourself. 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 two or more attacks as long as you do not attack, cast a spell or use an ability that would cause harm to a target, your next attack against them is a critical hit. At 14 level if you pass an 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 vs 10 + proficiency + Charisma or take 8d6+dex+Char Piercing damage or half as much on a successful save.

Atomic Recovery

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 for a long time. At 17th it can be used twice and at 20th 3 times.

”I… AM… Atomic”

At 18th level, you Condense the magic within and they summon a pillar of light centered on you that expands outwards, everything in a 1000ft radius must make a dexterity saving throw vs your spell save dc or take 50d12 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 wisdom

Magic Penetration

At 1st level, Choose a type of damage that you are capable of causing, when causing this type of damage, creatures that do not have resistance become vulnerable to this damage in one of their attacks (your choice), if they have resistance or immunity, the resistance level drops by one, immunity to resistance and resistance to nothing, this works once per turn, at the end of a long rest you can replace the damage type. Only works with weapons created, either by manipulating slime or another feature.

Fencing Styles

At 3rd level, In the middle of combat, using an action, you can choose a type of fencing to use from the following:

  • Methodical: You choose to analyze your opponent, you spend an entire turn to analyze an enemy, for 1 minute from your next turn, your enemy has disadvantage on attack rolls to hit you and you have advantage on saving throws against that enemy, in addition to receiving a bonus equal to your proficiency in your AC or saving throws.
  • Murder: You choose to kill your enemy with a single blow, preferably used for assassinations or against enemies that regenerate, using your action, choose an enemy in your vision, this enemy cannot know your location, on your next attack against this enemy he must perform a Wisdom saving throw with disadvantage to notice your attack (DC 10 + Proficiency + Dexterity), if he fails, the hit is considered a critical hit, if he succeeds, you deal half the damage, if the hit is already a critical hit, you triple the damage, in addition, the target cannot heal until the end of your next turn. You can perform this action once every 4 rounds or every 2 rounds if you remain hidden.

You must choose the type of fencing in the middle or at the beginning of the fight, and you cannot change until the end of the fight.

Martial Proficiency

At 7th level, even though you can create weapons, you can still resort to brute force and fight with your bare hands if the situation demands it. Once per turn, when you make a weapon attack, you can make an unarmed strike as part of the same action. This attack deals 1d6 bludgeoning damage. If you are using a weapon made by manipulating slime, you coat your fists with slime, making the damage from the unarmed strike magical for the purpose of overcoming resistances.

Mistform

At 10th level, you have a blood connection to the Vampires, being the first to display proficiency in vampiric techniques. An ability that disperses the user in a state of mist. The mist acts as an auxiliary sensory organ, detecting tiny movements of those within the cloud. When using pseudo-intangibility, bombarding enemies in the mist with crimson-colored blades, the mist has an area of ​​a 30-foot sphere, all enemies within it make a Dexterity saving throw (DC 10 + Proficiency + Dexterity), on a failed save, they take the damage from your sneak attack or half on a successful one, if you have extra attack, the enemies make the test again, taking the damage again on a failed one, the enemies still need to make the Wisdom saving throw if you are in the Assassin style, taking double damage from your attacks on a failed one. During the mist state, you are immune to all types of attacks, except those that disperse the air (such as a gust of wind). If anything disperses the mist, you return to your normal form. Additionally, you cannot perform direct attacks while in mist form. You can use this feature a number of times equal to your proficiency bonus per long rest.

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 count as if they were natural weapons, 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 of character. +3 at lv3, +5 at 7th, +7 at 10th, +9 at 15th, +11 at 19th. You have resistance to bludgeoning, piercing, and slashing damage. Whenever you land an attack, your critical hit margin decreases by 1, until it reaches 16 (Does not stack with other ways of reducing critical strike margin). If you miss an attack, your critical range returns to standard.

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.

Agility Master

At 3rd level, you can add your dexterity modifier again when calculating your stealth check and initiative. If you are hidden for more than 1 hour from allies they assume 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.

Your critical range is now reduced by 2 instead of one whenever you land an attack while enraged, until it reaches 16.

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 40 damage you can, instead of taking that damage, take 40 damage as an irreducible amount of typeless damage. You can use this feature a number of times equal to your Strength modifier + Proficiency. 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 centered 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 Dexterity save vs 11 + Strength modifier + proficiency or take 45d6 bludgeoning damage and be knocked prone on a failure 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.

Natural Trader

At 3rd level, Whenever you sell an item, you sell it for the full price that was paid +25%, and whenever you bargain to buy an item, you have triple advantage on this test, either to convince the person to sell cheaper or to buy your item for a higher price.

Unpredictable Movements

At 7th level, Any ranged attack made against you has disadvantage, in addition to you receiving advantage on tests to dodge attacks, whenever a ranged attack misses you, a miracle happens, the attack is redirected to another enemy creature randomly, either by bouncing or the creature getting in front of you by accident.

High Intellect

At 10th level, Because you are not as skilled with fencing, you have developed your brain more, now you can add your intelligence to any Charisma tests, in addition to being able to use Intelligence instead of Strength or Dexterity to calculate your hit and damage with slime weapons and your AC.

Focused on Magic

At 13th level, Due to your low physical capacity, you focused more on using magic to strengthen your attacks and body. Now, you receive a 5th-level spell of your choice from any spell list, and can use it a number of times equal to your proficiency. If it causes damage, you can change its damage type to any type of your choice. If it requires a saving throw, the DC is 10 + Proficiency Bonus + Intelligence Modifier. You can change the spell to any other at the end of a long rest.

Fan of Bad Luck

At 15th level, You are able to create a fan, this fan is a light weapon, causing 1d6 damage and with a critical range of 19-20, as an action, you are able to launch a large whirlwind towards enemies, in a 50-foot cone, all enemies in the area must make a dexterity saving throw (DC 10 + Proficiency + Intelligence) in case of failure, they receive 20d10 + Intelligence of a type of damage of your choice, in a success, they receive half, you can use this ability again at the end of a long rest.

Head Of Mitsugoshi

At 18th level, You have access to a special contact, being able to buy items of any rarity whenever you want, of course, as long as you have enough money for it, in addition, you can tune in to more than 1 item at the same time.

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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