Shadow Monarch (5e Class)
From D&D Wiki
Shadow Monarch
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
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
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: 1d12 per Shadow Monarch level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Shadow Monarch level after 1st
- Proficiencies
Armor: Light and Medium
Weapons: Martial, Simple Weapons
Tools: none
Saving Throws: Dexterity, Constitution 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 |
4th | +2 | Ability Score Improvement, Shadow Weapon |
5th | +3 | shadow inventory,Extra Attack |
6th | +3 | Imbuing Shadow |
7th | +3 | Monarch's Aura, |
8th | +3 | Ability Score Improvement, Monarch's Domain |
9th | +4 | Black Heart, Evolution of the Hunter |
10th | +4 | Evolutions of the Shadows, Animating Shadows |
11th | +4 | 'Full Recovery' |
12th | +4 | Ability Score Improvement, Loyalty of the Shadows |
13th | +5 | Monarch's Touch+ |
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 |
19th | +6 | Ability Score Improvement, Monarch's Hallowed Elites, |
20th | +6 | Shadow Sacrifice |
Monarch's Touch
As a bonus action, you can make 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.
You can use the spell although an object that is not bodied or bodied up to 60 feet in any direction, ends if the distance approaches the spell's range of 60 feet. The maximum weight you can maneuver is 100 times your Wisdom modifier.
If used to attack a creature, it deals 1d8 necrotic damage, if armed with a weapon, it uses the weapon's normal damage, applies its effects, and deals an additional 1d4, and this damage is inflicted as necrotic damage.
Your Spell Resistance DC = 8 + your proficiency bonus + your Wisdom modifier.
Likewise, you can use this ability to force a creature with dark power. It can make a Wisdom saving throw or it will be able to be moved by the hands. An execution action on the initiative of an action takes on all execution actions of the attack. At the end of its turns, the creature can make a Wisdom saving throw to dispel the effect.
You gain another spectral hand at 5th level and another at 10th and 15th level and another 17th. 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).
defense of the superior being
at level 1, your skin, muscles and bones are stronger thanks to the system and your monarch nature, you gain +3 AC, at level 3 you gain resistance to slashing, bludgeoning and piercing damage, at level 10 you can halve any type of damage immediately for 3 turns at 3 uses for short rest. At level 14 your shadow soldiers also gain slashing, piercing, and bludgeoning damage resistances and you get +3 damage and 1d6 damage reduction.
Fighting Style
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
Unarmed Fighting: Unarmed attacks deal d6 + Strength (or d8 + Strength if you have no other weapons or shield)
Thrown Weapon Fighting: Draw thrown weapons with the attack action, and add +2 to damage
Defensive: While you are wearing armor, you gain a +1 bonus to AC.
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.
At levels 4 and 9 you may choose an additional fighting style besides one you have already chosen without penalty.
Shadow Extraction
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 30 feet of you that has been dead for no longer than 168 hours, and that is not a construct or inorganic creature. Each Shadow 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 color 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 be represented in the chart below. The attack of your summon is based on the summons unrestricted attack from when it lived. Your summon has any abilities it had while it lived. they are immune to fear and mind control and being charmed and will ALWAYS obey the shadow monarch with extreme pleasure.
You can store a number of soldiers equal to your level. At level 3 you can add your proficiency to the number of shadows stored. At level 7 you can add your wisdom modifier to the number of shadows stored. At level 18 you can double the total number of shadows you could have. Once extracted the soul will immediately be stored in your shadow, if the shadow soldier is destroyed he returns to your shadow to regenerate and will be available again after a long rest, you can send out a soldier or withdraw him whenever you want and it requires no actions, if there is no room you must choose to release a stored soldier into smoke or forfeit the new soul. At the 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th levels you increase your capacity to store shadows by by 20units. At level 20 the number of shadows you can store becomes unlimited.
- Extraction & attempts
Using your action, you can extract the Shadow of a fallen creature, within 168 hour of its death (7 days). In order to attempt to extract the soul of a creature, you have to roll a Dc of 8 + the creatures CR. You have three chances to extract The shadow. If you fail 3 times, the soul is lost forever and cannot be attempted to be extracted ever again and you gain 2 level of exhaustion. Additionally, you cannot extract the Shadows of anything that would have either a god or entity protecting them (I.E warlocks who have made pacts with their patrons or loyal clerics and paladins following the will of their god). The stat for this roll and wisdom. at level 14 you add your proficiency bonus + 2 to this roll. at level 20 you double your bonus proficiency modifier for this roll.
the shadow soldiers keep all their equipment that they had in life which will become part of the soldier itself, the monarch can decide to change it if he wants, obtaining the object removed from the solder and losing the object given to him.
- Shadow Energy
You have the a number of energies equal to your current shadow storage times two, every two hour you have a shadow summoned you expend an energy per shadow. You regain full energy on a long rest and a quarter of your maximum on a short rest. Additionally the Monarch has the ability to borrow the power of a soldier, you may use a feature or cast a spell that one of you summons know by expending 2 energies for a level one spell, 3 for a level 2 spell, 5 for a level 3 spell, 6 for a level 4 spell, 7 for a level 5 spell, 9 for a level 6 spell, 10 for a level 7 spell, 11 for a level 8 spell, and 13 for a level 9 spell.
- 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 him to his shadow unharmed, with his health fully restored. (You can only use this ability once per long rest). This does not provoke an attack of opportunity. Whenever you gain the 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 shade. The old one lost all improvements. As the new general gets instead. 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 and the general gains +10 damage, +4 to attack rolls and +2 to AC and regenerates 1d8 hit points each turn.
- Soldier Enhancements
Your servants now gain one of three passive abilities:
- Option a: you can deploy three using your action where you could only deploy one previously
- Option b: Soldiers may now make skill checks for you.
- Option c: Soldiers remember details and information from before their death. They can communicate with you regardless of language, your shadows can communicate with other individuals if she is Rank 5 and up.
At level 5 you may choose an additional passive ability for your shadows to gain, and again at level 10.
- Soldier Levels
after the extraction a shadow roll 1d100(00-99) to decide the level of the shadow. 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. If you wish to level up a shadow, you must sacrifice one shadow per level. The higher level the sacrifice, the more exp the shadow gains. once per level you may rank up a shadow of your choice by 1, shadows of knight and above may keep their original armor class. Shadows of Commander rank and up are immune to non-magical damage and shadows of marshal gain a +2 to all of their ability scores with grand marshals getting a +4. The following characteristics increase all types of damage depending on the rank of the shadow soldier. Colonels get +3, generals, the generals instead a +5, major generals who get a +7, marshals get a +10, The Grand Marshal gets a +12.
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
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 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
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 or your shadow animates on a malevolent attacker. The shadow constantly attacks him, granting advantage on all attacks against him. In addition, the shadow deals an extra 1d6 necrotic damage at the start of each target's turn this damage increases to 2d6 at 6th level, 3d6 at 9th level, than 4d8 at 12th level. 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
When you reach the 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can spend 3 points either all together or separately, you can't increase an ability score above 30 using this feature.
Shadow Weapon
In the 4th level, you shadow starts to take shape as per your will, as an action, you're able to produce 2 different weapons that you are proficient with from your shadow, each having the same dice damage from a normal weapon but dealing necrotic damage to anyone hit by it. If thrown you may use a bonus action to pull them back to you. You can also imbue a normal weapon with your shadows and add 1d8 necrotic damage to the weapon original damage, the shadow weapons also deal additional damage. At level 14 this becomes 1d12. At level 11 the weapons you are able to create become 5 (you can choose how many to create).
Extra Attack
Starting at 3rd 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
Beginning at 5th Level, the system has shown favor within you and has decided to grant a gift the shadows you control 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 500ft x 500ft, height limit of 500 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 you can bring in up to 4 people/creatures (including yourself). While in this room, nobody can cast spells. 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.
mutilation
At level 5, all rolls from 16 to 20 are considered critical hits and deal +3 damage. as an action if the enemy has 30 or fewer hit points left you can kill him immediately by reducing him to a pile of offal (if his maximum hit points are lower than 30 this ability cannot be activated)There are 3 uses of this second ability, increase to 6 at level 12 and 9 at 17 and level 20 you have unlimited uses and you can use this ability even out of your turn. at level 12 the targets you can hit go from one to five.
Shadow Exchange
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 spell 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 3 hour period.
At 16th level, you gain a number of uses equal to your constitution + Proficiency Modifier and you can use this ability 1 time per hour.
you and a creature that is cuddled with you can swap places with a shadow, if you want to swap places without taking the creature even cuddled with you.
Shadow Copy
At level 6 as an action the caster is able to summon a copy of himself made of shadows, this shadow has half the stats of the monarch, it is friendly to allies and immune to mind control or magical suggestion spells and always acts after the caster. Only one use per day. It can store half the number of shadows as the monarch rounded down and there can only be 3 copies of the monarch at any given time. There is no discernable difference between the copies and the monarch, magical or otherwise and the copies see themself as an extension of the monarch himself.the monarch can make them disappear at any time and any new copies will not have the memories of the previous copies, if destroyed they will vanish.
Monarch's Aura
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. As a bonus action, you create a 30 foot aura around yourself. Once per turn you can make an intimidation check against an enemy within your aura, if your enemy fails, they'll fall into a deep fear and will start hallucinating for 1d4 turns. While hallucinating they cannot attack you or your allies/minions and will either attack their allies or run away in extreme fear or freeze while hallucinating.
Furthermore your shadows and you in your aura become get +1 to their ac, +2 to hit and an extra 1d6 to their total damage.
Monarch's Aura + At the 12th level, your aura is more expressive and now it can hurt more than your enemy's mind. At the start of your turn, you deal 1d8 psychic damage to each enemy within your aura.
Your shadows can't have disadvantage on any of their checks or attacks while in your aura. Enemies targeted with this that cannot be intimidated fly into a fury attacking you and all of your allies/minions with the intent to kill until the hallucinations end. (this does not force the enemy to attack their allies, but does make them willing to hurt their allies if it means doing damage to you or your allies)
shadow shot
at level 7, you are finally able to concentrate your powers in the palm of your hand by concentrating the shadows, use an action and at 3 uses for short rest, within a radius of 5 ft (1.5m) hit all enemies in the area inflicting 4d6 damage necrotic and cold targets are pushed 5ft (1.5m) away from the point of impact, if a target is immune to necrotic damage that target must make a roll against the caster's spell DC if successful the caster will not be able to use this stretch until the next long rest if he fails he will suffer damage but halved. at level 13 you can fire a shadow bolt instead of the shadow strike which will deal 3d6 necrotic damage in a 60ft (18m) radius but this attack can only hit 1 target if the target is immune to necrotic damage you will have to roll against the caster's DC if If successful, the spellcaster will not be able to use this trait until the next long rest. If he fails, he will instead suffer damage but halved, both attacks share the same uses. both attacks are considered magical and so is the damage; if the original monarch is sealed or imprisoned or permanently killed or in extreme conditions you can decide that the original and your consciousness automatically become a copy, completely exchanging mind and essence making the copy the original and the original the copy.
they don't have the strength, only I have it
At level 8, you can use one of your shadow soldier's stats as your own and it lasts one action. uses of this trait are equal to your proficiency bonus. at level 15 your uses are doubled and the stat taken lasts 1 hour and you can take a maximum of 3 stats from your shadow soldiers. at level 20 unlimited uses and lasts until the monarch decides to make the effect. disappear.a free action.
at level 8. you can have one of your summoned shadow soldiers make an ability roll out of combat.
Monarch's Domain
At level 8, rule now as a monarch who has more mastery of your power. You expand your domain, as an action, to a radius of 30 plus your (wisdom modifier times 10), commanding your most powerful soldiers, your soldiers gain 1d4 damage reduction, +2 armor class, and add a 1d12 to your attacks and damage. You can hide as a bonus action, have 20 higher movement speed, and your shadow soldiers inside get crit with 17-20 with melee attacks. 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. Additionally, anyone considered to be an enemy, while inside your domain, the use of teleportation, gates, or otherwise dimensional jumping are nullified. The use of similar domains/auras can combat the effects of yours and should be decided by the two opposing forces competing in a roll of their spellcasting modifiers. Additionally the monarch gains advantage on concentration rolls. The domain can not be moved and lasts until released or until an outside force dispels or otherwise cancels it. Shadows inside the domain cannot leave while it is active.
Black Heart
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 and You permanently gain 1d8 reduced damage along with a plus 1 to strength, dexterity, constitution and a plus 2 top your wisdom score. once a day you can choose to come back to life with life at full
King of the dead: the king of the dead skill is a trait. To activate this trait, you must have been fully killed once. your character instead of dying for good activates this trait and stabilizes and if your general is not already there with you then he appears in front of your body to protect his master. When you die and stabilize, miasma permeates your body within an 60ft (18m) area, and anyone (except your shadow soldiers) within must make a Wisdom saving throw or be frightened by you until you return with at least 1 hit point. when this happens the miasma disappears.
Other enemy undead creatures that see you for the first time must make a constitution saving throw against your power ( double your level+ Ability modifier) , on a failure the creature becomes paralyzed in necrotic fear for 1d6 turns, during this state of fear you may roll a wisdom and add your proficiency bonus to this roll(creatures cr+6) on a success the creature will submit to your authority, becoming a shadow if you will it.
Evolution of the Hunter
At 9th level, you become more powerful the more you and your shadow soldiers kill or comrades kill. You get the following bonuses below per kill (Only for player, not soldiers.). You must be the one to kill or participate, watching will not count. You now have life-or-death training and access to titles, evolved abilities, and appearances that kill.
- 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 +4 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 +4)
If you kill a creature of cr 10 or above gain the ability shadow regeneration
At the start of your turn you heal hit point 1d4 + your wisdom modifier.
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(This attack's damage cannot be reduced in any way and ignores all resistances and immunities), At level 20 the attack damage is doubled. if you kill a creature with this attack its soul will be destroyed with it and it will cease to exist and it will not be possible to bring it back to life or make it an undead or shadow soldier.
- Weapons of Destruction
Choose your weapon of death. You can get another at level 12. and another on the 17 and another on the 20.
- Short Swords
Give additional 1d12 damage on each attack. The short sword's damage is doubled if your opponent's level is higher than yours and you are fighting him alone (Your shadows do not count). Damage triples if there is more than one opponent. If you have 2 or more allies with you (Shadows do not count) the additional damage of 1d12 changes to 1d8. Dual wielding counts as its own attack, so it would be 1d12 times whatever it was for each. Gives you proficiency in athletics, if you have already had proficiency, it becomes expertise.
- Daggers
Give additional 1d8 damage. The dagger's damage is doubled if your opponent's level is higher than yours. The damage amount won't decrease with up to 4 allies (Your shadow do not count) but more than that and the bonus rolls cannot be applied. Daggers do an additional 1d12 if thrown. They cannot be taken out of it hits the target until the target dies, unless the dagger hits a weak spot or you remove it by your self. Dual wielding counts as its own attack so it would be 1d8 per dagger. Daggers have a bonus depending on what the dagger is made out of it can have a chance to do an additional effect to the opponent. Gives you proficiency in stealth, if you have already had proficiency, it becomes expertise. Increases your movement by 20 feet
- Long Swords
Gives an additional 1d20 damage, this goes to 1d12 if you have 3 allies with you, 1d8 for 4 allies, and 1d4 for anything above. Can be dual wielded but its damage is per turn, not attack. Dual wielding lowers the additional damage by 5 if the damage is above that, but gives an extra attack afterward. Using 2 hands to grab the sword allows you to do an additional 1d20 damage, however, ALL opponents now get to act first if they plan to attack you. Gives you proficiency in intimidation, if you have already had proficiency, it becomes expertise. Increases your movement by 10 feet
- Pole weapons
Allow you to attack twice for attack action and deal an additional 1d4 per successful hit and give a choice on each turn, you can either not attack and study 1 opponent to find the spot that would induce the most pain dealing damage equals to your shadow monarch level, attack once and hide or escape combat if the area allows it. When hiding / escaping the opponents closest to your attack will have to roll perception to see where you went, if the opponent has a very good sight and see you, you will be hidden from everyone except for them. Gives you proficiency in Perception, if you already had proficiency, it becomes expertise. Increasses your movement by 30 feet and you can Dash as a bonus action.
- Great Swords and Clubs
They do not give bonus damage but 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 dealing -2 stacking to each opponent the further they are from the initial target. Great swords do not follow that limitation but lower your movement by 10 feet, clubs to not. gives advantage on initiative.
- Staffs and Spears
They do not give bonus damage but they can disarm any opponent as long as the weapon is not an extension of their body as a bonus action. The opponent would have to roll against it but they have disadvantage. If their roll is successful they can grab your weapon and take it or pull you towards them. Gives +5 to initiative. Allows you to Dash.
- Axes and Hammers
They do not deal bonus damage but can cause opponents to stagger. If the opponent staggers, they lose their turn. If you deal the killing blow to the enemy with an axe you take their total health as damage and get a free attack on the next opponent. If that kills their health gets added so if the first opponent had 50 health and the second had 30 you are now dealing 80 damage to the next person for free. If the opponent is a higher level than you they can roll a save with disadvantage, if successful they take no damage. When killing with the hammer the first attack against any different opponent will stun and they will lose a turn. The more you kill with it, the more turns the opponent you hit gets skipped. If you hit the ground with 20+ damage using the hammer, all opponents in 30 feet are stunned and lose their turn. they have to roll with disadvantage to not be stunned. . Lowers movement by 10 feet, give an additional 10 feet of attack radius.
- 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 heal slowly, and sleeping will explosively increase regeneration ability. This is different from Full Recovery.
- Eagle Eye: can spot the weak point of 1 target enemy in a fight and hit it with pinpoint accuracy. if successful no one can roll a save against the attack. can only use on another opponent if the first target has been killed or downed.
- Dragon's Fear: any opponent or allies weaker than you will feel true fear if they look at you or are around you. 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 heightened senses or detection.
You gain another at level 15 and 17.
- Looks that Kill
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 center 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.)This trait can only be used if the GM allows it to be used.
Evolutions of the Shadows
Beginning at 10th Level, 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. if the enemies are immune or resistant to magical damage then your soldiers' damage will count as non-magical.
Soul Harvest
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 for creature killed.
'Full Recovery'
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 one exhaustion and it is impossible to throw you or move you from where you are unless you let it happen of your own free will. If a limb is recovered, then you must wait 3 days before another limb can be restored. if you were to die permanently you can decide not to die and remain with half your total hit points but by doing so you will lose all the advantages of this trait for 1d4 days.
the fate of the monarch
at level 11, you now have control over your destiny and can correct your mistakes, 6 times per long rest you can re-roll any roll you just made and choose the result you prefer and if you want add +2 to the die result. you can use this trait just before rolling the die or immediately after seeing the first result. Feedback.
bound shadows
At tenth level, as a reaction Target up to five creatures in a 60 ft range, they roll a saving throw becoming bound, having their movement speed reduced to zero on a failure, and on a success their immune for 24 hours, Targets must succeed on a Wisdom saving throw.At 15th while they are bound they cannot speak or attack if the user of this skill does not allow it.
Loyalty of the Shadows
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 2 days.
Naming Shadow
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, the shadow with a new name change appearance and abilities.
- 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 (it gains powers based on the dms discretion)
shadow avoidance
At 13th level, every 5 times that a creature misses you on an attack roll (they can be both consecutive and cumulative) as a free action you can reach them with a lightning dash from behind regardless of the distance as long as it is in the same plane of existence as you and hit it without making an attack roll and the hit is considered a critical hit and does not create attacks of opportunity and cannot be avoided with reaction and will deal an extra 2d6 damage.the uses of this trait are unlimited.
Shadow Armor
At 14th level you can concentrate and command the shadows around you to generate jet-black armor increasing your Stealth, Initiative, and AC by 3 and 1d8 damage reduction as an action. You do not need to roll to keep concentration as a result of being hit. You can also sacrifice a shadow soldier to form them into shadow armor on another creature.
Shadow Stealth
At the 15th level, you may take an action to go into complete invisibility, with your movements being concealed and unheard. Divination-type spells cannot detect you in any way shape or form. If you attack while in this form you lose the invisibility but if you successfully hit your target you deal an extra 4d10 damage with your attack. You may use this five for long rest. You may conceal yourself for 2 minutes for charge, or you may consume two stealth charges to boost the concealment to last for 5 minutes.You regain all uses after a long rest.
The immortal army
At level 16, you can as a bonus action you can recover hit points by rolling a d20 plus your wisdom modifier on one of your shadow soldiers, this trait can be used six times for long rest, at level 20 you can use this trait out of five shadow soldiers with a single charge and double the hit points healed and the uses of this trait go from six to twelve(uses a reaction). At level 19, Your shadow soldiers now recover 1d12 health points each turn and gain 1d6 damage reduction.
hymn to the submission of the monarch
At level 16, you can impose your dominion over your enemies, paralyzing them in both body and mind, reminding them of the abyss that separates you, all enemies and those who have bad intentions towards the player within 985 feet. I must make a Constitution or Wisdom saving throw. The choice is up to the player. user of the skill, in case of failure they will fall prone for 1d6 turns however if the saving throw is passed the targets gain a level of fatigue, I can repeat the roll every turn to get back up. the number of uses of this trait is equal to your proficiency bonus, you regain all uses after a long rest.the saving throw automatically fails if the targets are lower level than the user.(use a full action)
Arm the Faithful
At level 17, Your soldier's devotion to you has reached a point where your shadows form into magical items. Each soldier at the elite knight level or above can use, attune, and wield magical items, they take magical items back to your shadow realm with them and attune to the item there.
Shadow shape
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 and breathe. You stop aging and are immune to being aged magically. You are immune to necrotic and poison damage, as well as the poisoned condition and you are immune to being scared and it is impossible to mentally control or read your mind and you cannot be more fascinated. While in dim light your movement speed increases by 15 ft Whoever tries to scare you will see death itself and he will be the one who will be scared. When your hitpoints drop to 15 or lower, while at 15 or lower you can only ever take 1 damage at a time for each instance of damage.
Realm of the Shadows of Death
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. you and your shadow soldiers within this ability now your bodies become shaky and translucent and it is impossible to distinguish your faces. Enemies within the enable have disadvantage on rolls to hit you or your shadows and disadvantage on checks to detect you or your shadows. . This ability can only be used once every 24 hours.
shadow manipulation
at level 18, you are able with a bonus action to modify or erase or create memories upon contact with intelligent creatures, you can also edit or create creature dreams. the target must make a wisdom saving throw against the spellcaster's DC, if that fails the spellcaster can do whatever he wants with his mind if instead of success the target will be immune to this trait for 1d4 days. this trait has unlimited uses.
beyond mortal boundaries
At level 19, now that you have almost reached the top remember that you are not at the limits, now you are finally a being without chains now you can travel between dimensions and planes of existence, using an immediate action you can with your monarch powers open purple portals with a black center towards any plane of existence or dimension, you can create up to 10 portals and you can decide how many to open, they are as large as 2 humanoids, or you can create a maximum of 5 but much larger ones, each portal leads to different places and lasts 1 hour or until the monarch does not dispel them, only the monarch and his shadows can use them and a maximum of 4 creatures that are not shadow soldiers.
Monarch's Hallowed Elites
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 Intelligence 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
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.
astral body
At level 20, covers you with a jet-black knight-like astral body with bright purple veins, you become enormous in size for 1 hour or if you choose to nullify this ability, you gain +250 temporary hit points and +10 Ac and are immune to any non-magical attack, you cannot wield weapons that are not created by the shadow weapon enable, you gain +50 additional damage, additional damage reduction of 2d6, if you are hit by a non-magical attack other than taking damage you give the person who hit you 25 damage which are considered cold, necrotic, slashing, and bludgeoning, all of your shadow soldiers gain +15 damage and +2 to AC while in this form(use a full action). when you lose the ability's 250 temporary hit points, you lose your astral body and it becomes encased in your Shadow Armor and you gain all of its abilities for the remaining original time of this trait.
you can use this trait 1 time every 3 days and when it fades the astral body at 3 levels of fatigue and you take double damage and do -20 damage for 1d8 hours.
the true essence of death
after level 20 and after completing a mission that the DM will give you you get the true power of death but only if the DM allows it, all powers and enable or treat their power and effects are tripled and any negative effects and limitations caused they are canceled now you transcend the limits of the known and you are always immune to non-magical damage and resistance to all types of damage and you can choose if and when a creature can touch or hit you wisely it will only be able to see you if you let yourself be seen wisely you can be completely imperceptible it is intangible by anyone and no one can steal or attack you or replicate your abilities and you gain 400 more hit points and AC +30 and + 200 bonus damage and anyone who attacks you with a spell lower than 9th level that spell is returned to the sender at double of power and you can not die or be destroyed or sealed up to 10 times a day and nothing belonging to you can be overwritten or stolen from you and anyone who touches you without your permission takes 150 damage and anyone killed by you (they are valid even if has to kill it was your shadow soldiers) you can choose whether he will become a shadow soldier or not and all your shadow soldiers gain 150 more hit points and 75 more damage and AC +25 and you can see everything and no one can deceive you anymore and you always know who you are dealing with including race or if they have pacts with superior beings and your shadow soldiers that you can see become completely immortal, you are immune to all negative effects and if you die and run out of all the abilities that prevent you from doing so after 1000 years you will return alive with all your skills and strength and army in a plan and point that you decide and You automatically succeed on all saving throws 25 times per long rest, and you don't have to roll attack or ability checks until 15 times per long rest, you can change your apparent age and physical appearance whenever you want and how you want, you can seal the powers and enable or traits of any creature that is not divine or superior or that is protected by it.
Attention
There can only be one Shadow Monarch per campaign. (And it's at the DM's discretion.)
Multi classing
Prerequisites. To qualify for multiclassing into the Shadow Monarch class, you must meet these prerequisites: 16 Wisdom, 12 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