Shadow Hunter (5e Class)
From D&D Wiki
- 1 Shadow Hunter
- 1.1 Shadowfell
- 1.2 Creating a Shadow Hunter
- 1.3 Class Features
- 1.4 Multiclassing
Those who have seen the true face of darkness, willingly or not. Shadow Hunters are capable of manipulating the shadows around them and unleashing devastating attacks. Typically considered Lone Wolves based on the fact that they believe those who do not succumb to the dark are weak. Most Shadow Hunters are searching for the source of their power, while others revel in the darkness silently listening to its sweet whisper. This doesn't mean they are inherently evil. Many Shadow Hunters become deeply religious, finding solace in faith. Others will use their mysterious gifts to help those in need. Most, however, use their abilities for their personal gain.
Shadow Hunters gain their powers by catching a glimpse of this plane. The Shadowfell is a mirrored reflection of the material plane that weaves into it. This plane is completely void of any light or life. Those who do look into it are never the same, leaving at the very least a mark of darkness somewhere on the body. Those who have peeked into this plane have been known to go completely insane, or even been sucked in never to return.
Creating a Shadow Hunter
|"Only Fools Fear The Dark", by Kirika - http://www.deviantart.com/morelikethis/302197265|
When creating a Shadow Hunter, think about why and how your character looked into the Shadow Plane. Was it an experiment gone wrong, seeking the power of the darkness, or just wrong place wrong time. Also consider if they understand their power, where it comes from, what it does to them. Do they try to suppress it or let the darkness consume them? All Shadow Hunters must struggle to not fall to madness or sucked into the Shadowfell. Think about what your character does to keep themselves from going insane. Do they follow a faith? Do they have a daily routine, or a pet to take care of?
- Quick Build
First make either Strength or Dexterity your highest Ability Score, followed by Charisma, and you should have a good constitution. Next, choose the hermit background.
As a Shadow Hunter you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armour
Weapons: Simple Weapons, Martial Weapons
Tools: Thieves Tools
Saving Throws: Dexterity, Charisma
Skills: Choose 3 from Acrobatics, Deception, Intimidation, Perception, Persuasion, Sleight of Hand, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) two simple weapons
- (a) a longbow and 20 arrows or (b) 2 daggers
- leather armor
- cloak and hood
|Features||Sneak Attack||Shadow Points|
|1st||+2||Mark of Darkness, Sneak Attack||1d6||–|
|3rd||+2||Shadow Blessed Feature||2d6||3|
|4th||+2||Ability Score Improvement||2d6||4|
|5th||+3||Shadow Blessed Feature||3d6||5|
|6th||+3||Breaking Darkness, Uncanny Dodge||3d6||6|
|8th||+3||Ability Score Improvement||4d6||8|
|11th||+4||Mark of Darkness Improvement||6d6||11|
|12th||+4||Ability Score Improvement||6d6||12|
|14th||+5||Shadow Blessed Feature||7d6||14|
|15th||+5||Shadow Blessed Feature||8d6||15|
|16th||+5||Ability Score Improvement||8d6||16|
|18th||+6||Shadow Blessed Feature||9d6||18|
|19th||+6||Ability Score Improvement||10d6||19|
|20th||+6||Master of Shadows||10d6||20|
Mark of Darkness
At 1st level, you are left with a mark from the Shadow Plane that connects you with it. When you are in dim light or darkness, you have advantage on Stealth checks.
Once per turn, you can deal 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.
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 Hunter table.
Starting at 2nd level, you gain the ability to use Shadow Points to activate specific features.
Some features require the target to make a saving throw. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. You regain shadow points after finishing a long rest.
You gain one feature from the following list, and gain an additional features at the 3rd, 5th, 14th, 15th and 18th level. You may not choose a Shadow Blessed feature twice, even if you later get to choose again.
- Shadow Step
If you are in dim light or darkness you can use a bonus action and spend 2 Shadow Points to teleport to a space you can see within 60 feet that is also in dim light or darkness.
- Gift of the Shadows
You can use your action to spend 4 Shadow Points to grant a creature within 5 feet of you a shadow mark. A creature with a shadow mark may use Shadow Step (as above) once. The shadow mark expires after 1 minute.
- Shadow Attack
When you make a melee weapon attack, you can spend 1 or more Shadow Points to have your shadow make an attack against the same target. Your shadow uses the same attack bonus, and deals 1d8 force damage per Shadow Point you spend, up to 5d8. You must be in bright light and on the ground to use this blessing.
- Swiftness of the Shadow
You can use a bonus action to spend 2 Shadow Points to make the Dash, Disengage or Dodge action.
- Lingering Shadows
You can use an action and spend 1 Shadow Point to create a shadow decoy in your space. The decoy is an illusion that appears to be identical to you, and remains until the end of your next turn. The decoy disappears if it is attacked. A creature making a successful Intelligence (Investigation) check against your shadow blessing DC will determine that it is an illusion.
- Spreading Darkness
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
At 6th level, you are able to see more easily where to strike for maximum effectiveness. When you make an attack roll, you now roll a critical on 19-20.
At 6th level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.
From 7th level onwards, you can use your action to sever your shadow for 1 hour. Your shadow is an independent creature that is friendly to you and your companions for the duration. Your shadow has the statistics of a shadow but cannot make attacks.
You must finish a long rest before you can use this feature again.
At 17th level, you can weave shadows onto yourself or another person as an action.
Making them semi-real, giving the person an advantage on Stealth Checks and giving other players or NPC's disadvantage on listening and spotting checks. A player can touch locks, and other devices but cannot move anything that weights over 10 pounds. The player can also attack or be attacked while in this state but they deal damage that is half their attack (Ex. Player rolls a 10 they deal 5). If a player is unwilling to half enter the shadow world they must successfully make a Wisdom Saving Throw of 8 + Your Wisdom Modifier + Your Proficiency. On a fail save, the player take half your sneak attack damage.
Master of Shadows
At the 20th level, you have a mastery of extracting your power from the shadowfell, and don't even need to think about what your doing. you may cast Darkvision, Darkness and Shadowstep without having to use material components, spell slots or shadow points.
Prerequisites. To qualify for multiclassing into the Shadow Hunter class, you must meet these prerequisites: Strength 13 or Dexterity 13, and Charisma 13
Proficiencies. When you multiclass into the Shadow Hunter class, you gain the following proficiencies: light armor, martial weapons