Shadow Monarch, Variant (5e Subclass)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: This subclass is missing lore and a 14th level feature.


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Scales.png This page is of questionable balance. Reason: The Summon Soldiers feature is far above the power level of a 2nd level wizard subclass feature as you get too many summons that are too powerful. For example, the ability to control one creature at around 1/4 of your CR is around the power level one should go for and even then the feature is extremely strong and still may be too powerful.


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Shadow Monarch, Variant[edit]


Servant Savant[edit]

Beginning when you select this school at 2nd level, the gold and time you must spend to copy necromancy or conjuration spells into your spellbook is halved.


Summon Soldiers[edit]

Starting at 2nd level, you can resurrect the shadows of fallen creatures and keep them as soldiers to fight under your control. As an action, you can attempt to extract the shadow of a creature within 5 feet of you that has been dead for no longer than 1 hour, and that is not a construct, inorganic creature, or undead. 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. The creature must NOT have an CR above half of your Wizard level and you can only have a maximum of soldiers with a combined CR of half your Wizard level rounded down. You can hide your soldiers in your own shadow so that no one can see them and you can summon them again as an action. When you take a long rest all your shadows get the benefit of a long rest, but health is only healed by half of their max HP

In combat you can give them orders telepathically but they can not answer back, they will do the order to the best of their ability and they act on your initiative after you have taken your action.

You expend a spell slot upon the summoning of the shadow creature. If the CR of the creature is below 1, it takes up a level 1 spell slot - if the creature is of CR 2, level 2 spell slot. Creature of CR 5, takes a level 5 spell slot etc.

Attempt[edit]

In order to attempt to extract the soul of a creature, you have to roll a intelligence check. For a creature's CR with 1/8th your level or below, you simply need to beat a 5, if it is 1/6th of your level to 1/4 of your level you must beat a 10, if it is 1/2 your level to even with your level you must beat a 18. For a creature with higher CR than your level you will need to beat a 23. You have three chances to extract a soul. If you fail 3 times, the soul is lost forever and cannot be attempted to be extracted ever again.


Shadow exchange[edit]

At level 6 you get the ability to once per long rest you can use your reaction, to change place with your shadow as long as it is within 120 feet of you, if an attack hit you, you can use your reaction to dodge the attack with a successful dexterity saving throw by changing place with your shadow soldier and make it take the attack.


Soul Harvest[edit]

At 10th level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

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