Shadow Monarch (SL) (5e Class)
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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: 1d10 per Shadow Monarch level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + 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: Pick 2 from 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 Shadows |
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 |
Monarchs's Touch[edit]
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 an object/creature. The Monarch's Touch can interact with any object and move at will but only has one action and one bonus action. (Giving you a potion is a bonus action, Attacking is a Attack action, ect.)
You can use the spell catapult on an object that is not bodied or bodied up to 30 feet in any direction. The Spell ends if it leaves the 60 foot radius around you. The maximum weight you can maneuver is based on your carrying capacity multiplied by 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.
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.
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. As an action, you can attempt to extract the shadow of a creature within 30 feet of you that has been dead for no more than 300 hours and is not a construct, inorganic creature, or undead. Each Shadow you extract will become a soldier you can control. The summoned creature's form is the same as when they were alive, but the color is ink black with dark streaks rising from its body, and eyes that glow with an eldrich blue light. the Hp and AC are the same as when they were alive. Your summons's attack is based on the summons's unrestricted attack from when it lived. Your summon has all the abilities it had while it lived. your Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Using your action, you can extract the creature's Shadow (within 300 hours of its death), you can only extract 10 souls per long rest. The way to extract a Shadow is by rolling based on the creature's CR level in relation to your level + wisdom modifier, for instance if the CR of a creature is 12 and you are Level 10 with + 2 Wisdom modifier you can extract their soul but if the CR is 13 you can't.
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 your orders. If they complete their order, they will return to defending the ruler. Upon death, your soldier will return to the sovereign's shadow and cannot be summoned again until he has had a long rest. When resting, your HP will be fully restored.
You can store a number of soldiers equal to your level + Wisdom Modifier in your shadow. Once extracted, the soul will be immediately stored in your shadow, if there is no space, you must choose to release a soldier stored in the smoke or lose the new soul. At levels 3, 7, 13, and 19, you increase your ability to store shadows by 2 units.
- Army General
You can choose a Shadow to be the most loyal soldier and general in 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 it to your shadow unharmed. (You can only use this ability once per long rest.) This does not provoke an attack of opportunity. Whenever you gain the Skill Score Enhancement 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 one. The old one lost all improvements. As the new general is insisted. 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. the new general will gain the attribute improvements of the previous one
- 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 using a bonus action
- 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 they were sentient previously.
At level 5 you may choose an additional passive ability for your shadows to gain, at level 10 you choose the last option
Shadow Infiltrator[edit]
At level 3, you have the ability to infiltrate and store your soldiers in the shadow of others. As a free action, you can choose a creature within 30 feet of you and infiltrate a single soldier in its shadow. The soldier is imperceptible to normal senses and in full cover unless you choose the soldier to leave the creature's shadow or return to you.
As an action, you can see what your soldiers see in perspective from within the shadows of other people, during which time you are deaf and blind to your own senses. While in another creature's shadow, it still counts against the number of its shadows stored. The shadow can stay away from you by any distance for 1 week, but if shadow is gone for longer than a week it will disappear and you will lose it from your total shadows. You can communicate with your minions at any distance to discuss plans. Items given to a shadow become part of the shadow and will remain with it unless you remove them or if they are destroyed while being used by the shadow.
Shadow Infiltrator+: At level 15, The shadow no longer needs to return to the user by a week and can stay in a creatures shadow indefinitely .
Ability Score Increase[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]
At 4th level, your shadow begins to take shape at will, you are able to produce 2 different weapons from your shadow, each with the same dice damage as a weapon, but dealing necrotic damage to anyone hit by it. . two times per short rest you can also imbue the weapon with your shadows and add 1d8 necrotic damage to the weapon's original damage for 10 mins.
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 13th level, and four at 18th level.
Shadows inventory[edit]
Starting at 5th Level, darkness now clears the way for you and provides a safe space for you, whenever you're not in combat you can slip into its shadow and enter a pocket dimension that has an area of 35 feet x 35 feet. feet, 35 feet height limit. You can place any item there that you are holding/touching. You can bring up to 2 creatures with you, at level 10 when the room expands to 70ft x 70ft, height limit 70ft, and you can bring up to 7 creatures (including you). While you are in this room, no one can cast or attacks, spells or abilities taking you out, and only you can rest here. If a creature is unwilling to enter they may make a Wisdom Saving Throw against your spell cast DC.
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.
At 16th level, you gain a number of uses equal to your Proficiency Modifier per 12 hour period.
you and a creature that is touching you can swap places with a shadow, if you want to swap places without taking the creature touching you you are able to.
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. 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.
Additionally your shadows within your aura 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)
Monarch's Domain[edit]
At level 8, as a monarch who has more mastery of your power you expand your domain, commanding your most powerful soldiers, your soldiers gain resistance to all non magical bludgeoning, piercing and Slashing damage that isn't adamantine, gain +3 AC, add a 1d6 to their damage, and gain 10 temp HP.
at 12th level the damage changes to 1d8, at 18th level the die changes to 1d10 plus 20 temp hp, at 20th level the die changes to 1d12 and you gain advantage on spell related saving throws .
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.
Ability: 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. Other enemy undead creatures that see you for the first time must make a constitution saving throw against your power (level+proficency) , on a failure the creature becomes paralyzed in necrotic fear for 1d6 turns, during this state of fear you may roll a wisdom check (creatures cr+6) on a success the creature will submit to your authority, becoming a shadow if you will it.
Evolution of the Hunter[edit]
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.
You will choose your weapons of destruction. Depending on the weapon chosen, you will get what is shown below. You can choose your second weapon at level 12.
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 +4)
If you kill a creature of cr 10 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 Choose your weapon of death. You can get another at level 11 and 15.
Short Swords Give additional 1d12 damage on each attack. The short sword damage is x2 to x10+ depending on the opponent's level being above yours if you are by yourself. The damage stacks if vs multiple opponents. It does x2 to x10 max if you have an ally with you (not counting shadow soldiers). There is no bonus other than the 1d12 if you have 2 or more allies with you. Dual wielding counts as its own attack so it would be 1d12 times whatever for each one. Short swords damage is halved until you reach level 15. Gives you proficiency in athletics, if you have already had proficiency, it becomes expertise.
Daggers Give additional 1d8 damage. The dagger damage is x2 to x10+ depending on the opponent's level above yours (you being 10 them being 11 gives you x2, 10-12=x3, etc...). The damage amount won't decrease with up to 4 allies 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.
Evolution of the Hunter[edit]
At 10th level, you become more powerful the more you and your shadow soldiers kill. You get the following bonuses after killing a certain types of creatures (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.
Titles[edit]
You gain strength from killing. after killing many of a type of creature your shadows become accustomed to their form allowing you to do more damage to them.
Beast Hunter: After Killing 15 Beasts you deal an additional 1d8 necrotic damage to it. Beast Slayer: Killing 35 Beasts you deal an additional 1d10 necrotic damage to it and +2 to attack. Beast Exterminator: Killing 70 Beasts you deal an additional 1d12 necrotic damage to it and +3 to attack
Celestial Hunter: After Killing 15 Celestials you deal an additional 1d8 necrotic damage to it. Celestial Slayer: Killing 35 Celestials you deal an additional 1d10 necrotic damage to it and +2 to attack. Celestial Exterminator: Killing 70 Celestials you deal an additional 1d12 necrotic damage to it and +3 to attack
Undead Hunter: After Killing 15 Undead you deal an additional 1d8 necrotic damage to it. Undead Slayer: Killing 35 Undead you deal an additional 1d10 necrotic damage to it and +2 to attack. Undead Exterminator: Killing 70 Undead you deal an additional 1d12 necrotic damage to it and +3 to attack
Dragon Hunter: After Killing 15 Dragons you deal an additional 1d8 necrotic damage to it. Dragon Slayer: Killing 35 Dragons you deal an additional 1d10 necrotic damage to it and +2 to attack. Dragon Exterminator: Killing 70 Dragons you deal an additional 1d12 necrotic damage to it and +3 to attack
Elemental Hunter: After Killing 15 Elementals you deal an additional 1d8 necrotic damage to it. Elemental Slayer: Killing 35 Elementals you deal an additional 1d10 necrotic damage to it and +2 to attack. Elemental Exterminator: Killing 70 Elementals you deal an additional 1d12 necrotic damage to it and +3 to attack
Monstrosity Hunter: After Killing 15 Monstrosities you deal an additional 1d8 necrotic damage to it. Monstrosity Slayer: Killing 35 Monstrosities you deal an additional 1d10 necrotic damage to it and +2 to attack. Monstrosity Exterminator: Killing 70 Monstrosities you deal an additional 1d12 necrotic damage to it and +3 to attack
Aberration Hunter: After Killing 15 Aberration you deal an additional 1d8 necrotic damage to it. Aberration Slayer: Killing 35 Aberration you deal an additional 1d10 necrotic damage to it and +2 to attack. Aberration Exterminator: Killing 70 Beasts you deal an additional 1d12 necrotic damage to it and +3 to attack
Race Hunter: After Killing 15 of a specific race you deal an additional 1d8 necrotic damage to it. Race Slayer: Killing 35 specific race you deal an additional 1d10 necrotic damage to it and +2 to attack. Race Exterminator: Killing 70 specific race you deal an additional 1d12 necrotic damage to it and +3 to attack
Life and Death Training[edit]
your body has adapted and strengthened. you can gain one of the following attributes:
Longevity: All diseases, poisons, and status effects have no effect, and taking a short rest will heal 20 more HP.
Eagle Eye: You can spot the weak point of 1 target enemy in a fight and hit it with pinpoint accuracy. If an enemy saves against a saving throw that you impose upon them twice per long rest you may force them to reroll.
Dragon's Fear: You Gain Advantage on all intimidation checks for creatures that have a CR level that is below your own level.
You gain another at level 15 and 17.
Evolutions of the Shadows[edit]
Starting at 10th level, Your shadows attacks count as magical damage for the purpose of overcoming resistance and immunity to non-magical attacks and damage. you may also pick any shadow and increase one of its ability scores by 2. this can only be done once per shadow to a max of 5 shadows once per long rest.
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 2/4 of your total health and heal from all conditions as long as you're not incapacitated or unconscious. Along with this, you may recover one limb during a long rest. If a limb is recovered, then you must wait 3 days before another limb can be restored. You may use this twice per long rest at 15th level and three times at 20th level.
Loyalty of the Shadows[edit]
At level 12, your soldiers have devoted themselves to you and want to be by your side at all times. You learned how to summon your entire army at once as a full action. After using this skill, you will not be able to use this feature again for 5 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, 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 Armor[edit]
At 14th level, twice per short rest you can focus and command the shadows around you to generate black armor, increasing your Stealth, Initiative, and AC by 2.
At 16th level your ability increases even more, for every 5 shadows you have on the battlefield you gain an additional +1 in all three stats.
Shadow Stealth[edit]
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 twice per long rest. You may conceal yourself for 5 minutes per charge, or you may consume both stealth charges to boost the concealment to last for 30 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 at the elite knight level or above is granted one permanent magic item of the DM's discretion that will power up their existing abilities or that will be best suited for their use.
Shadow shape[edit]
At 17th level, your body is now supported by shadow. Parts of your figure seem to shimmer with darkness as you move, and thin wisps of shadow curve across your form. You gain the following benefits: You no longer need to eat, sleep or drink. You stop aging and become immune to aging physically or magically and manipulating souls. You are immune to necrotic and poison damage, as well as the poison condition. While in the dim light your movement speed increases by 50 feet. You gain tenacity when your health drops below 30% gain resistance to all types of damage.
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. 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 3 days.
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 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 24 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 soldiers maximum. If hit points exceed your maximum, left over hit points are turned into temporary hit points. To do so, the Shadow Soldier must be must be on the same plane of existence as you. you may use this feature once per 2 days
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
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