Shadow Monarch (5e Subclass)

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Black Heart 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 immunity to necrotic and poison damage, and your hit point maximum can't be reduced


Summon Soldiers 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 60 feet of you that has been dead for no longer than 48 hours, 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 color is ink black with shadowy wisps rising from its body, and eyes that glow with eldrich 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.

Using your action, you can extract the soul of the creature (within 48 hr of its death), you can only extract one soul per round. The way to extract a soul is by rolling based on the creature's CR rating relative to your level, Add d20 + your Intelligence modifier + Proficiency Bonus when you roll to extract.

In battle, as an action, you can summon a soldier, unless you have learned skills that say otherwise, each of the soldiers will act at the end of the Monarch's turn following his orders. If they complete his order they will go back to defending the ruler. Upon death, your soldier will return to the sovereign's shadow and cannot be summoned again until they take a long rest. Upon resting, his HP will be fully restored.

You can store a number of soldiers equal to your level + Proficiency Bonus + Intelligence Modifier × 5 within your shadow. Once extracted the soul will immediately be stored in your shadow, if there is no room you must choose to release a stored soldier into smoke or forfeit the new soul. At the 3rd, 5th, and 10th levels you increase your capacity to store shadows by an additional 4 units.


Attempts In order to attempt to extract the soul of a creature, you have to roll a check. For a creature 1/4th your level or below, you simply need to beat a 6, if it is 1/4th of your level to 1/2 of your level you must beat a 10 if it is 1/2 your level to even with your level you must beat a 14. For a creature 1 or more levels higher you must beat a 18. 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 General You can choose a Shadow to be the most loyal soldier and the general of your army, The chosen shadow gains the passive ability that whenever it could be killed by an attack (must choose to do so before the damage roll) you can use a reaction to return it to your shadow unharmed, with its health fully restored (you may only use this ability once per long rest). This does not provoke an opportunity attack. Whenever you gain the Ability Score Improvement class feature, your Shadow General'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 freed. If you designate a new shadow as your army general, The old one will lose all the improvements; and the new general receives them instead (you cannot change the previously increased ability scores.)


Soldier Enhancements Your servants now gain two passive abilities:

• You can deploy three using your action where you could only deploy one previously

• Soldiers remember details and information from before their death. They can communicate with you regardless of language.


Soldier Level after the extraction a shadow roll 1d100(00-99) to decide the level of the shadow. If you wish to level up a shadow beyond this level, you must sacrifice two other shadows per level.

0-14=1st, 15-29=2nd, 30-39=3rd, 40-49=4th, 50-59=5th, 60-69=6th, 70-79=7th, 80-84=8th, 85-89=9th, 90-94=10th, 95-99=11th.

Grades HP Armor Class
1st-Normal 25% of original 10
2nd-Infantry 35% of original 11
3rd-Elite 50% of original 12
4th-Knight 60% of original 13
5th-Elite Knight 75% of original 14
6th-Commander 85% of original 15
7th-Colonel 100% of original 16
8th-General 110% of original 17
9th-Major General 125% of original 18
10th-Marshal 135% of original 19
11th-Grand Marshal 150% of original 20

Animating Shadows Beginning at 4th Level, You can bring to life the shadow of a creature you can see within a 30 foot range. The target must make a Wisdom saving throw against your spell save DC or their shadow animates into a malevolent attacker. The shadow stays attached to the target, sharing its space, and constantly assailing the target, granting advantage on all attacks against it. In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the target's turns. At the end of each turn, the target can attempt an Intelligence saving throw against your spell save DC to dispel the shadow and end the effect. You may use this ability three times before needing a short rest.


Shadow exchange At level 6 as an action, or as a reaction in response to being hit by a weapon attack, you may swap places with a shadow soldier, no matter how far away. You may not do this if there is an area where magic is negated, or if by some circumstance, the shadow is impossible by any means to locate - ex: If you're in the realms of such places as limbo or hell or any astral plane for that matter, you may not switch place with your shadow. You can use this ability a number of times equal to your proficiency bonus + Intelligence modifier.


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 Intelligence modifier + 1d10.


Monarch's Dominion At level 14 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, and your soldiers will get your proficiency bonus added to their attack rolls and damage while they stay in the cone. The cone can be active for up to 1 hour but it requires concentration.

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