Shadow Monarch, 4th Variant (5e Class)
Shadow Monarch[edit]
There was once an Absolute Being that created two powerful races, the Rulers, and the Monarchs. The Rulers were creatures of creation, the Monarchs were creatures of destruction. Due to their natures, they waged war on each other for centuries. Eventually, With the destruction of the last Monarch, the Rulers found out that the Absolute Being had made the Rulers and Monarchs to fight each other for his own amusement. Angered and filled with grief from the gruesome war, the Rulers banded together and killed the Absolute Being. Only one out of the Rulers was still loyal to the Absolute Being and tried to protect it against the angered Rulers. Unfortunately despite his effort, he was outnumbered and killed.
While within the shadowy void of death this Ruler realized that the Absolute Being had planted a fragment inside of it's most faithful servant, as a contingency for when everything went wrong. A powerful and terrifying power capable of ending everything. True power over Death. Realizing that his faith and sacrifice had been nothing more than a final pawn for the Absolute Being game and amusement was too much. With this final betrayal, the rulers mind shattered and was corrupted; becoming the first Shadow Monarch. Consumed by the fragment and corrupted, he went out to kill the Rulers who had betrayed the Absolute Being. After succeeding, he wandered death for eternity until drawn to a mortal connected to death. Appearing before them he passed his power to a mortal to do with as they saw fit before finally dispersing within death. YOU are that Mortal.
The Power of Death[edit]
Shadow Monarchs are beings that use the power of death gifted to them from a corrupted fragment of power left by the Absolute Being, a god from the dawn of time that had been betrayed and overthrown by his own creations. With a final act of betrayal the god took his most faithful and corrupted him, twisting him into a instrument of his final act of vengeance and amusement He became the first Shadow Monarch. The first Monarch didn't know why he remained within existence once his task was completed nor why they have the power to take the souls from the deceased and use their energy to form soldiers that can be stored within shadow. Wandering in the eternity of death, he seeks sought something unknown. Your character may not know the reason why they were chosen to be given the powers of the Monarch, and only with time may some of these answered be gleamed. But caution to those who stare within the abyss, for the when you stare within the abyss something always stares back.
Creating a Shadow Monarch[edit]
When you are creating a Shadow Monarch ask yourself why your character why do they want to use the power of the shadows? Is it to use the enemy forces against them for revenge? Do they want to see a loved one return? Why would the first Shadow Monarch give you this power? Were you walking on the edge of death all of your life for a good cause? Did he see you as worthy for your good deeds, maybe he gave it to you to try to fulfill your desires to conquer the world? When making a Shadow Monarch you are not relying on your soldiers, you are the leader of your soldiers, and your strength and speed defines such.
- Quick Build
You can make a Shadow Monarch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Survivor background. Third, choose a reason why you want the power of death.
Class Features
As a Shadow Monarch you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Shadow Monarch level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadow Monarch level after 1st
- Proficiencies
Armor: Light and Medium
Weapons: Martial, Simple Weapons
Tools: none
Saving Throws: Dexterity and Wisdom
Skills: Intimidation, Arcana, Religion, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Pair of short swords or (b) Long Sword or (c) 2 Daggers
- (a) cloak or (b) amulet (non-magical)
- If you are using starting wealth, you have 20 Silver Coins, 10 gold Coins in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Monarch's Touch, Fighting Style |
2nd | +2 | Shadow Extraction |
3rd | +2 | Shadow Infiltrator, Animating Shadows |
4th | +2 | Ability Score Improvement, Shadow Weapon |
5th | +3 | Shadow Inventory, Extra Attack |
6th | +3 | Shadow Exchange, Shadow Copy |
7th | +3 | Monarch's Aura, Monarch's Domain |
8th | +3 | Ability Score Improvement, Monarch's Domain |
9th | +4 | Black Heart, Evolution of the Hunter, |
10th | +4 | Evolutions of the Shadows, Soul Harvest |
11th | +4 | 'Full Recovery' |
12th | +4 | Ability Score Improvement, Loyalty of the Shadows, Extra Attack, |
13th | +5 | Naming Shadow |
14th | +5 | Shadow Armor |
15th | +5 | Shadow Infiltrator+, Stealth, |
16th | +5 | Ability Score Improvement |
17th | +6 | Arm the Faithful, Shadow shape |
18th | +6 | Realm of the Shadows of Death, Extra Attack |
19th | +6 | Ability Score Improvement, Monarch's Hallowed Elites, |
20th | +6 | Shadow Sacrifice |
Monarch's Touch[edit]
As a bonus action, a floating, even invisible, spectral hand appears at a point you can choose within 60 feet of you. You can make the hand interact with any object or creature.
If the hand moves farther than 60ft from you it will disappear. The maximum weight you can manoeuvre is based on your carrying capacity multiplied by your Wisdom modifier.
If used to attack a creature, it deals 1d8 force damage, if armed with a weapon, it uses the weapon's normal damage, and deals an additional 1d4, and this damage is inflicted as force damage.
Your Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Likewise, you may use an attack action to exude your influence over a creature. The creature must make a Wisdom saving throw or it will be able to be moved by the hands. As a bonus action you can move any creature or object that is being held or carried by a hannd up to 30ft within 60ft of you. At the end of its turns, the creature can make a Wisdom saving throw on success the creature can no longer be moved by the hands.
You gain another spectral hand at 5th level and another at 10th and 15th level. You can command all of your spectral hands as a bonus action. Also, at 5th level the range of this effect will extend to 80 feet, and again at 10th level (100 feet) and 15th level (120 feet).
Fighting Style[edit]
You adopt a style of fighting as your specialty. Choose one of the following options.
Archery: You gain a +2 to attack rolls you make with a ranged weapon.
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 re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. When a the damage dice Crits, the damage is doubled, also, you do not take penalties from dual-wielding
at level 4 you gain the ability to use one more fighting style, without penalty.
Shadow Extraction[edit]
Starting at 2nd level, you can resurrect the shadows of fallen creatures and keep them as soldiers to fight under your control. Each Soul you extract will become a soldier that you can control. The shape of the summoned creature is the same as when they were alive, but the colour is ink black with shadowy wisps rising from its body, and eyes that glow with eldritch blue light. Their base HP and Armor class will as be represented in the chart below. All other statistics of your summon are the same as when they were alive including any attacks abilities and features.
Using your action, you can extract the soul of a creature, within 30 feet of you that has been dead for no longer than 1 hour, and that is not a construct, inorganic creature, or undead., you can only extract one soul per round. To extract a soul speak a command word you have chosen when you first used the ability then make a Wisdom check + your proficiency bonus. The DC for the check this check equals the creature's challenge rating x 2 plus its proficiency bonus. If the creature does not have a challenge rating and instead has a level, the DC equals its level x 2 plus its proficiency bonus. You have three attempts to succeed on this check. After three failures, you can no longer extract the creature's shadow. On a success, the creature's shadow separates and manifests as a Shadow Soldier.
As an action, you can choose to store or manifest any number of controlled Shadow Soldiers within 60 feet of your personal shadow. Stored shadows will remain in your shadow until you use an action to summon them again. When you do, they appear in unoccupied spaces you can see within 60 feet of you. If one of your manifested Shadow Soldiers is ever reduced to 0 hit points, it retreats back into your shadow and cannot be summoned again for 24 hours, after which it is restored to full hit points, but must be called manually by you. You may store a number of shadows equal to your current Shadow Monarch level x 4 and as an action you may release any shadow from your control, freeing room for new or more powerful shadows. The freed shadows dissipate, losing form and agency, no longer able to affect the world.
Your shadow Soldiers are immune to being charmed or otherwise manipulated to attack you or an ally you have not told them to attack. Any impossible level of manipulation attempting to cause this will instead cause the Shadow Soldier to instantly reach 0 hit points and become stored in your shadow. The shadows can still be affected by magical sleep and other similar effects.
You can issue orders telepathically to your Shadow Soldiers as long as they are within 1 mile of you, and they follow all of your commands unquestioningly. If given no commands, they will simply defend themselves and await your next orders. Shadow Soldiers can telepathically communicate their intent and images they can perceive and send them to you within 1 mile.
- Army General
At level 11 you can choose a Shadow to be the most loyal soldier and general of your army. The chosen shadow gains the passive ability that whenever it can be killed by an attack (must choose to do so before the damage roll) you can use a reaction to return them to their shadow unharmed, with their health fully restored. (You can only use this ability once per long rest). This does not provoke an attack of opportunity. Whenever you gain an ability Score Improvement class feature, your shadow's abilities also improve. Your shadow can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. This shadow can no longer be permanently destroyed unless released. If you choose a new general. The previous one will lose all improvements. The soldier chosen as general remembers details and information from before his death. They can communicate with you and other living beings using the languages you know, he can also use the language he knew before his death.
- Soldier Levels
After the extraction a shadow roll 1d100(00-99) to decide the level of the shadow. If you wish to level up a shadow without sharing battle experience, you must sacrifice a number of shadows times the level you are upgrading to in the order shown on the chart.(i.e. a level one shadow requires 2 shadows to increase to level 2. A level 5 to six requires 6 shadows Etc) The levels of the shadows sacrificed are irrelevant only the number of shadows matters.
Shadows of knight rank and up are resistant to non-magical damage Shadows of grand marshal level are immune to non-magical damage and can keep original armour class if it is higher than 22. 1-19=1st, 20-40=2nd, 41-49=3rd, 50-59=4th, 60-68=5th, 69-75=6th, 76-81=7th, 82-86=8th, 87-91=9th, 92-96=10th, 97-100=11th.
Grades | HP | Armor Class |
---|---|---|
1st-Normal | 25% of original | 11 |
2nd-Infantry | 35% of original | 12 |
3rd-Elite | 50% of original | 13 |
4th-Knight | 60% of original | 14 |
5th-Elite Knight | 75% of original | 15 |
6th-Commander | 85% of original | 16 |
7th-Colonel | 100% of original | 17 |
8th-General | 110% of original | 18 |
9th-Major General | 125% of original | 19 |
10th-Marshal | 135% of original | 20 |
11th-Grand Marshal | 150% of original | 22 |
Shadow Infiltrator[edit]
At level 3 you get the ability to infiltrate and store your soldiers in the shadow of other people. As an free action, you can choose a creature within 30 feet of you and infiltrate a single soldier in his shadow. The soldier is imperceptible to normal senses and in total cover unless you choose the soldier to leave the shadow of the creature or return to you.
As an action you can see what your soldiers see in the perspective of inside other people's shadow, during this time, you are deafened and blinded of your own senses. While in the shadow of another creature, he still counts in the number of your stored shadows. If the shadow is over 5 miles away from you, stay in another creature for over 2 days or is destroyed, the connection is lost and the Shadow return to your storage. You can communicate with your servants at any distance to discuss plans and you can now allow them to use magic items. Items given to a shadow become part of the shadow and will remain with them unless you remove them or if they are destroyed while in use by the shadow.
Shadow Infiltrator+ - At level 15, the soldier no longer loses the connection after being 5 miles away and can stay in a creature for at least 30 days.
Animating Shadows[edit]
Starting at level 3, using your bonus action you can bring to life the shadow of a creature you can see within 30 feet. The target must make a Wisdom saving throw against your spell save DC the shadow animates on a malevolent attacker. The shadow constantly attacks the creature, granting advantage on all attacks against them. In addition, the shadow deals an extra 1d6 necrotic damage at the start of each target's turn. At the end of each turn, the target can attempt a Wisdom saving throw against your spell DC to dispel the shadow and end the effect. If the target dies while its shadow is linked, it becomes part of the caster's army. If the summoned shadow is from an ally, the shadow attacks the nearest enemy in sync with the shadow's owner. At the 6th 9th and 12th level you gain one more use of this ability
Ability Score Improvement[edit]
When you reach the 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.
Shadow Weapon[edit]
In the 4th level, you shadow starts to take shape as per your will, you're able to produce 2 different weapons from your shadow, each having the same dice damage from a normal weapon but dealing necrotic damage to anyone hit by it. You can also imbue a normal weapon with your shadows and add 1d8 necrotic damage to the weapon original damage.
Extra Attack[edit]
Starting 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 at 12th level, and four at 18th level.
Shadow Inventory[edit]
Beginning at 5th Level, the darkness now makes way for you and provides a safe space for you, whenever you are NOT in combat you can slip into your shadow and enter a pocket dimension that has an area of 15ft x 15ft, height limit of 20 feet. You can place any item in there that you are holding/touching. You cannot bring another creature with you until level 10, at which point the room expands to 30ft x 30ft, height limit of 20 feet, and you can bring in up to 4 people/creatures (including yourself). While in this room, nobody can cast spells, and only you may rest here.
You can only throw or withdraw items from the inventory if you are in battle. if you want, you can just put the items or remove them from the inventory without having to enter the shadow dimension.
Shadow Exchange[edit]
At level 6, as a bonus action, or as a reaction in response to being hit by a weapon attack or magic attack, you can switch places with a shadow soldier, no matter the distance. You cannot do this if there is an area where the ability is negated, or if for some circumstance the shadow is impossible to locate because it is destroyed. You can only use this ability once per 12 hour period.
At 16th level, you gain a number of uses equal to your constitution + Proficiency Modifier.
You and a creature that is in physical contact with you can swap places with a shadow.
Shadow Copy[edit]
At level 6 the caster is able to summon a copy of themselves made of shadows, this shadow has 1/4 of the monarch's life, it is friendly to allies and immune to mind control and always acts after the caster. You can only use this feature once per day and it lasts for 10 minutes.
Monarch's Aura[edit]
At level 7, you begin to grasp the power of a true monarch. The power flowing in you can be felt for anyone around you. Once per turn your enemys will need to make a wisdom saving throw against your spell DC, if your enemy fail, they'll fall into a deep fear and will start hallucinate for 1d4 turns, if they pass they are imune for its effects for 24 hours.
Monarch's Aura + At the 12th level your aura is more expressive and now it can hurt more than your enemy's mind. You deal 1d8 psychic damage.
Monarch's Domain[edit]
At level 8, rule now as a monarch who has more mastery of your power. You expand your domain, as an action causing your shadow to extend an empower you and your shadows. Once active your shadow become a 30ft radius circle centred on you and lasts for 1 minute additionally you and your shadows within the area gain the following effects. Upon being hit your soldiers reduce all damage taken by 1d4 damage. Your your Armor Class gains a +1, and add a 1d6 to your attack and damage rolls. This feature can only be used after a long rest. At 12th level the damage reduction changes to 2d4, and at 18th level the die changes to 2d8, at 20th level it can be used after a short rest.
Black Heart[edit]
At the 9th level, you have spent so much time dealing with shadows/undead and the forces that animate them that you have become partially immune to some of their worst effects. You gain resistance to necrotic and poison damage, and your hit point maximum can't be reduced.
Evolution of the Hunter[edit]
At 9th level, you become more powerful the more you and kill. You get the following bonuses below per kill. You or your shadows must be the one to kill or participate, watching will not count. You now have life-or-death training, Weapons of Death.
- A Walk with Death
Killing living creatures grants temporary hitpoints equal to the creature's cr. Killing 50 creatures with a cr 2 or higher within a 7 day period grants 1 permanent Natural AC for every 50 killed (this bonus is capped at +3 ac).
Your strikes are deadly. Killing 50 living creatures with a cr of 2 or above within a 7 day period will give you +1 to all your attack and damage rolls ( this bonus is capped at +3)
If you kill a creature of cr 15 or above gain the ability shadow regeneration
At the start of your turn heal 1d4 hit points.
If you kill a creature of cr 20 or above gain the ability Necrotic life Whenever you deal necrotic damage you heal for half of that damage dealt. Additionally, the first time you would die instead cast false life on yourself and heal back to full hit points you can only use this ability once every 7 days.
If you kill a creature above cr 30 or above gain the ability shadow annihilation: Once every day you channel all of your energy into one ultimate attack, Create a large magical shadow blade, the attack roll is your level+ your proficiency, the damage is xd12 where x is your level.
- Weapons of Destruction
At 9th level you may Choose your weapon of death. You can select another at level 11 and 15.
- Daggers
After attacking with daggers the user is able to hide or disengage as a free action. Additionally the user is able to when wielding daggers use a bonus action to teleport up to 30ft in a direction they can see or to a location in range they have seen.
- Short swords
When the user is wielding Short swords and an ally is within 5ft of an enemy creature all attacks against that creature have advantage and deal additional damage equal to the user's proficiency bonus. Additionally when the user lands a finishing blow on a creature the user heals for 1d6 + your Wisdom Modifier. If the user is at full health then they instead gain the healing as Temp Hp.
- Longswords
Grants the user the ability to if wielding a longsword to as an action create a 30ft cone by swinging the blade and releasing an arc of energy. Dealing damage equal to the weapons damage to all creatures within the range. Additionally when chosen gains the ability to duel wield Longswords.
- Pole weapons
When chosen Pole weapons on a successful hit generate 1 stack of bleeding on the target each stack of bleeding causes the target to suffer 1d4 necrotic damage at the start of their turn. The target when affected by bleeding at the end of each turn make a constitution saving throw DC = your spell save DC (8 + Prof + Wisdom modifier) to remove all bleeding. Alternatively the target or an allied creature can spend an action to stop the bleeding. Additionally Pole weapons grant the user a +10 to their movement speed when wielded.
- Great Swords and Clubs
Successful attacks that deal over 5 damage will knock the opponent back 10 feet, if they hit a wall they are stunned for their turn. If they fall after being hit they are stunned for 2 turns. If it does over 10 damage it will also deal damage to other enemies in the range of your swing.
- Staffs and Spears
Staffs and Spears when chosen grant the following traits they can disarm any opponent as long as the weapon is not an extension of their body. As a bonus action you may make a contested dexterity check against the target you however roll with advantage. If the target's roll is successful they can grab your weapon and take it or pull you towards them to an unoccupied space within 5ft. Additionally Staffs and Spears Grant the user +5 to initiative when wielded.
- Axes and Hammers
Axes and Hammers allow the user to strike the ground as an action using the weapon, all opponents in 30 feet must make a dexterity saving throw or become stunned until the start of your next turn. Wielding Axes and Hammers if chosen also grants an additional 10 feet of reach to these weapon types.
- Life and Death Training
your body has adapted and strengthened. you can gain one of the following attributes:
- Longevity. All diseases, poisons, and status effects have half their normal duration, and sleeping will explosively increase regeneration ability removing either one disease, poison, status effect or an additional level of exhaustion.
- Eagle Eye. Your eyes are now highly trained and can spot an enemies weak point you may as a free action on each turn roll a contested insight versus the creature's deception to asses a weak point. If successful you will deal an additional 2d6 damage on each weapon attack against that creature. You may only focus on one creatures weak point at a time if you change target you will lose the detected weak point of the previous creature.
- The King's Presence. As a action all creatures you designate within 60ft must make a wisdom saving throw versus your spell save DC on a fail they are frightened of you for 1 minute affected creatures can only recover from the effect if you are no longer within their line of sight. Once line of sight is broken a creature can on each of it's turns repeat the saving throw and on a success they are no longer frightened of you and cannot be affected by this skill for 24hours. This does not affect those that see you with affectionate eyes, those that are kind are not scared of you but are wary and will be reserved. If you are hidden or disguised they won't know where the source of their fear came from unless they have the ability to detect your location creatures affected in this way will be anxious and not be frightened until you are detected by them.
Gifts Of The Shadows[edit]
Beginning at 10th Level you gain access to Shadow Evolution, Titles and Drop Dead Looks.
- Shadow Evolution
You can change the species of all beast type soldiers to a larger, similarly shaped species at your DM's discretion. This also adds a passive ability to these shadows where they can change between their original and upgraded species. (ex: wolf shifts form to become a dire wolf). Now your shadows damage count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
- Drop Dead Looks
At 9th level Your looks cannot be ignored, you are one of the most handsome / beautiful people anyone has ever seen. People are more willing to talk to you and open up to you. People will admire you up close and at a distance. You become the centre of attention and the person of their dreams. Those weaker than you will believe anything you say, and you have an advantage on persuasion, performance, deception, and intimidation against anyone stronger than you. Those that are immune to such effects must make rolls with disadvantage and if successful they cannot be affected for 48 hours. Your voice whether talking or singing serenades the ears of those that hear it, and you have an easier time learning 2 other forms of entertainment. This does not work when walking using stealth or disguised as they can no longer see your face or body. Your voice remains the same unless you try to disguise it.
- Titles
Titles are accomplishments, that give bonus's. They are to be created by the DM and given when the player accomplishes it. An example from the source is: " Wolf Slayer," A title given to a hunter experienced in slaying wolves. (40% increased stats against beast-type monsters.) Or: " The One Who Overcame Adversity," A title given to those who overcame adversity heroically. (Your stats increase proportionally to your missing health. 1% stat increase every 1% HP missing.)
Soul Harvest[edit]
Starting at 10th level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any shadow under your control have killed one or more creatures you gain hit points equal to your Wisdom modifier + 1d10.
'Full Recovery'[edit]
Starting at 11th level, once per long rest, you can regain half your health and heal from all conditions as long as you're not incapacitated, but doing so induces 1 level of exhaustion. Along with this, you may recover one limb during a long rest but doing so will have you gain 1 additional level of exhaustion. If a limb is recovered, then you must wait 3 days before another limb can be restored.
Loyalty of the Shadows[edit]
At level 12, Your Soldiers have devoted themselves to you and they wish to be beside you at all times. Your current storage capacity is doubled. You have also learned how to summon all your army at once as a full action. However, doing so gives you 2 levels of exhaustion. After using this skill you can't use this feature again for 7 days.
Naming Shadow[edit]
Naming something isn't that much in many moments or places. But for your shadows, that value loyalty as the most important thing in their life, a name means more connection to its master and therefore, more power. At the 13th level you gain the ability to name your shadows. Changing their old selves and turning into something new, shadows with a new name change appearance and become the natural next step in their evolution if applicable. (e.g. Wolf to Dire Wolf and Dire wolf to wither wolf) If there is no applicable creature the DM will increase the abilities of the shadow or create the next step in evolution.
You May only have a number of named shadows equivalent to your proficiency bonus at any given time.
- Pre requisites
To name a shadow it must have one of the three following requisites:
- Being of the highest level, if the shadow has achieved its most powerful form it can emerge as stronger than before by receiving a name from its master.
Shadow Armor[edit]
At 14th level you can concentrate and command the shadows around you to generate jet-black armour increasing your Stealth, Initiative, and AC by 2 as an action. This effect lasts for 1 hour you do not need to roll to keep concentration as a result of being hit however if the user begins to concentrate on another effect Shadow armour will be lost. You can use this ability an number of time equivalent to your Proficiency Bonus.
Stealth[edit]
At the 15th level, you may take an action to go into complete invisibility, with your movements being concealed and unheard. You may use this twice per long rest. You may conceal yourself for 2 minutes per charge, or you may consume both stealth charges to increase the duration of concealment to last for 5 minutes.
Arm the Faithful[edit]
At level 17, Your soldier's devotion to you has reached a point where your shadows form into magical items. Each soldier That has been named is able to be granted one magic item by the Shadow Monarch as long as they meet the prerequisites for the items.
Shadow shape[edit]
At 17th level, your body is now sustained by shadow. Parts of your figure seem to flicker with darkness when you move, and wispy tendrils of shade curl from your form. You gain the following benefits: You no longer need to eat, sleep, or drink. You stop aging and are immune to being aged magically. You are immune to necrotic and poison damage, as well as the poisoned condition. While in dim light your movement speed becomes 45ft. You gain tenacity when your health drops below 30% gain resistance to all damage for 1 minute. After this effect has been used it cannot be used until the user has taken a long rest.
Realm of the Shadows of Death[edit]
At level 18 you may take an action to activate the Monarch's Dominion. This causes the floor within a 120ft radius in a point you choose within 60 feet to become dyed black in shadows. The area is treated as magical darkness, in which you and your soldiers can see perfectly in. You and your soldiers will also get your proficiency bonus added to their attack rolls and damage while they stay in the cone extending upward indefinitely. This stacks with their original proficiency. The territory will dissipate after one hour, and cannot be removed with light in anyway, including magical means. This ability can only be used once every 24 hours.
Monarch's Hallowed Elites[edit]
At 19th level you can take a bonus action that makes it so that your soldiers are cloaked in reflective shadow armor, making them seem to slip in and out of vision. This gives all enemies disadvantage on perception checks targeting them, as well as disadvantage on attack rolls while they are not constrained. The armor also augments their abilities, giving them advantage on strength and dexterity based checks, including attack rolls. Lastly, this gives all soldiers of General Grade or higher a single use of the spell Counterspell. If the opposing spell is of 4th level or higher, soldiers use your Wisdom Score as the spellcasting ability for the check. Soldiers may expend their use to up cast another Counterspell by 1. This lasts for 3 hours, and after which the Soldiers retreat to your shadow until the next short rest. This ability can only be used once every 48 hours
Shadow Sacrifice[edit]
When you reach 20th level, you can sacrifice your own Shadow Soldiers to preserve your life. If you are ever reduced to 0 hit points, you can choose to sacrifice one of your Shadow Soldiers (no action required). If you choose to sacrifice it this way, it ceases to exist and cannot be summoned again. Then, you regain a number of hit points equal to the sacrificed Shadow Soldier's current hit points before it died. To do so, the Shadow Soldier must be within 1 mile of you, and must be on the same plane of existence as you. Once used, this feature can't be used again until you finish a long rest.
Multi classing[edit]
Prerequisites. To qualify for multiclassing into the Shadow Monarch class, you must meet these prerequisites: 14 Wisdom, 15 Dexterity
Proficiencies. When you multiclass into the Shadow Monarch class, you gain the following proficiencies: Armor: Light and Medium Weapons: Martial, Simple Weapons
Back to Main Page → 5e Homebrew → Classes