Shadow Reaver (5e Class)
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Shadow Reaver[edit]
Shadow reaver is a custom magic casting rogue-like class that can manipulate and harness shadows. The lore and explanation of how your character developed these powers are up to you. Be Creative and Have Fun
- Quick Build
You can make a Shadow Reaver quickly by following these suggestions. Put your highest ability score in Dexterity, followed by Charisma and Constitution.
Class Features
As a Shadow Reaver you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Shadow Reaver level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadow Reaver level after 1st
- Proficiencies
Armor: Light, Medium, and Shields
Weapons: Simple weapons and Martial weapons
Tools:
Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a Light crossbow and 20 bolts or (b) two daggers
- Studded Leather armor and thieves tools
- (a) cloak and hood (optional color) or (b) common clothes
Radiant Reaction[edit]
Starting at 1st level, your attunement to the shadows have made you weak to the light. Become Vulnerable to Radiant Damage.
Shadow Casting[edit]
Starting at 1st level, a Shadow Reavers develop a deep connection to the shadows. This connection is represented by Shadow Points, which may be used to cast the spells inherent to this class. The amount of points are shown in the Shadow Reaver table. Costs for spells are shown in the spell description as SP. You may regain all spent SP points by taking a long rest.
Shadow Strike[edit]
Beginning at 1st level, you use the darkness to your advantage to strike a foe in their blind spot. When you attack, you can deal an extra 1d4 necrotic of the damage type to a creature you hit with an attack. The attack must use a one handed melee weapon or ranged weapon.
The amount of the extra damage increases as you gain levels in this class, as shown in the Shadow Strike column of the Shadow Reaver table.
Cantrips[edit]
Shadow Step (Concentration)[edit]
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 1 minute
Starting at 1st level, you can become one with shadows. As an action, you may merge into the shadow of an object or dimly and dark light areas. While in a shadow in this way, you have advantage on stealth checks and the hide action. This effect ends early if you move, attack, or if light is shed on the shadow you occupy. Shadow step gains additional benefits as you level up:
- At 5th level Shadow Step does not end when you move.
- At 11th level you can occupy a creature's shadow. If the creature takes movement, you follow creature as it moves without spending your own movement.
- At 17th level you can use Shadow step as a bonus action.
Shadow shift (Instantaneous)[edit]
- Casting Time: 1 Bonus Action
- Range: 30 ft.
- Components: S
- Duration: Instantaneous
At 3rd level you can travel between shadows by using the Shadow Realm. As a bonus action, you may teleport to a shadow or a place with dim light within the range.
- At 7th level the range grows to 60 feet.
- At 13th level you can use energy from your Shadow Shift harm others. As an action, you may immediately make a melee weapon attack against a target at your destination. Attacks that hit in this way deal an extra 2d8 necrotic damage.
- At 19th level you can teleport everywhere in range regardless of shadow coverage.
Shadow view (Concentration)[edit]
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
At 4th level you view the world as a shadow creature does. You gain the ability to see the souls of creatures. The soul of a living creature looks like a burning blue sphere & a soul of a dead creature like a burning red sphere. You can see the souls of creatures through objects if the object isn’t thicker than 5 feet. This effect does not work on undead, construct, or plant type creatures; as they do not have souls.
Soul restore (Ritual)[edit]
Casting Time: 1 hour Range: Self Components: V, S Duration: 7 days
At 15th level, you may use a ritual to sacrifice half of your Shadow Points to safeguard part of you soul in the shadows. SP sacrificed in this way may not be recovered until a long rest is taken after the spell ends. Upon reaching 0 HP you regain half of your HP and the spell ends.
Spells[edit]
Starting at 1st level, you have tapped into the shadows allowing you to manipulate them to your will. The first spell you start with is Dark Geyser, as you gain additional levels in the Shadow Reaver Class you will gain addition spells. The Level at which you obtain the spell is listed in the spell discritpion. These spells are cast at the cost Shadow Points, the cost of which is listed next to the spell's name.
Dark Geyser (1 SP)(Conjuration)[edit]
- Casting time: 1 Action
- Range: 60 ft.
- Components: V, S
- Duration: Instantaneous
- Level Gained: 1st Level
Shadows burst out of the ground like a Geyser from a spot within range. Each Creature in a 15 feet radius must roll a Dexterity Saving throw. On a failure the creature takes 2d8 necrotic damage, and half as much on a success.
You may use extra SP to produce this spell. The damage will increase by 1d8 for each extra SP spent.
Shadowball (1SP) (Conjuration)[edit]
- Casting time: 1 Action
- Range: 60 ft.
- Components: V, S
- Duration: Instantaneous
- Level Gained: 2nd Level
You conjure and fire a sphere of shadows at a creature of your choice. Make a ranged spell attack against a creature within range. On a hit, the creature receives 3d8 necrotic damage and must roll a Charisma Saving throw. On a failure, the target becomes frightened. The target may roll the save again after its next turn and each subsequent turn.
You may use extra SP to produce this spell. The damage will increase by 1d8 for each extra SP spent.
Consume shadows (1SP) (Transmutation)[edit]
- Casting time: 1 Action
- Range: Self
- Components: V, S
- Duration: Instantaneous
- Level Gained: 2nd Level
You call upon the shadows to heal yourself for 1d8 + Charisma Mod.
You may use extra SP to enhance this spell. Heal an additional 1d8 for each extra SP spent.
Shadow clone (2 SP) (Conjuration)[edit]
- Casting time: 1 Action
- Range: 30 ft.
- Components: V, S
- Duration: 1 minute
- Level Gained: 4th Level
You conjure shadows and shape them to form a shadowy clone of yourself. A clone will have your shape but is completely black. The clone has 1 HP and an AC of 10. As a bonus action, you may direct a clone to move and take actions.
Additionally, you may use a reaction to swap places with a clone. Doing so destroys the clone.
You may have a maximum of 3 clones active at once.
Shadow Sap (3 SP)(Transmutation)[edit]
- Casting time: 1 Action
- Range: 60ft.
- Components: V, S
- Duration: Instantaneous
- Level Gained: 6th Level
You send your shadow out to drain the life of another Creature. Target a creature in range. The target must make a Constitution Saving throw. On a failure the target receives 2d8 Necrotic damage, or half as much on a success. For every health point the target loses, you gain a health point. This spell does not affects Construct, Plant, or Undead type creatures.
Cleanse (Transmutation)[edit]
- Range: Selfcast
- Casting time: 1 action
At 8th level you are able to use 1 SP to send your shadow inside your body to remove all status conditions that let you move your body and if you’re conscious.
Shadow Binding (2SP) (Conjuration)[edit]
- Casting time: 1 Action
- Range: 30
- Components: V, S
- Duration: 1 minute (Concentration)
- Level Gained: 9th Level
You send out your shadow to envelope another creature. The creature must succeed a Strength saving throw or be Restrained by the shadow for 1d4 turns. While Restrained by this spell, the target takes 2d8 Necrotic damage at the start of each of its turns. A creature Restrained by the shadows may roll another saving throw at the end of its turn. On a success, the target is no longer restrained. If the creature succeed on the saving throw, you can spend 2 more SP as a reaction to sheathe the creature harder with more shadows what blocks the saving throw of the creature. You can only use this feature if the duration of the spell allows you to bind the creature more.
A Restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. The creature has disadvantage on Dexterity Saving Throws.
Shadow Drain (2SP) (Enchantment)[edit]
- Casting time: 1 Action
- Range: Self
- Components: M (A melee weapon)
- Duration: 1 Minute (Concentration)
- Level Gained: 11th Level
At 11th level you can enchant weapons with life draining shadows. Upon dealing damage with an enchanted weapon you gain HP equal to half of the HP that the target lost.
You may spend 4 SP to instead gain HP equal to the damage dealt with the enchanted weapon.
Shadow Force (4 SP) (Conjuration)[edit]
- Casting time: 1 Action
- Range: 60 ft.
- Components: V, S
- Duration: 1 min (Concentration)
- Level Gained: 14th Level
At 14th level you can use 5 SP to cast the most powerful shadow spell with the highest damage peak.
You charge your shadow power into a sphere. As a bonus action, you may unleash your sphere on a creature within range. The sphere will automatically seek out the creature and deal 4d10 necrotic damage to a creature.
Alternatively, you may use your action to charge the sphere to increase it's damage. For every additional round the sphere is charged, you deal an additional 1d10 of necrotic damage.
While charging you cannot move, cast other spells and attack normally.
Paranoia (Transmutation)[edit]
- Range: 30 feet
- Casting time: 1 bonus action
- Duration: 1 hour
At 17th level you can use 10 SP to turn yourself in a monstrous creature made of shadows. On your transformation you project a phantasmal image of a creature's worst fears. Each enemy creature in a 60-foot cone must succeed on a Charisma saving throw or drop whatever it is holding and become Frightened for the duration. While Frightened by this spell, a creature must take the dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Charisma saving throw. On a successful save, the spell ends for that creature. • A Frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. • The creature can’t willingly move closer to the source of its fear. While Paranoia is active you have adventage on Attack rolls and Saving throws, you restore 2 SP every turn, you steal the shadow from each creature that you attack and you have double dmg on Shadow strike. You are floating and can fly for the duration.
You can use this spell once per long rest.
Ability Score Improvement[edit]
Upon reaching 4th level, and again at 8th, 10th, 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. You cannot increase an ability score above 20 using this feature.
Extra attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Expertise[edit]
At 5th level, choose one skill which you are proficient in. Your proficiency bonus for the selected skill is doubled. At 10th & 15th level, you may choose another one skill to double your proficiency bonus for this skill.
Meditation[edit]
At 6th level, you can draw in shadows you refuel your abilities. As a bonus action you regain Shadow points equal to your Charisma modifier. You must complete a short or long rest before you can use this feature again.
Evasion[edit]
At 7th level, your connection to the Shadow Realm protects you from certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Shadow Bond[edit]
At 9th level, you have developed a strong bond with the Shadow realm. So much so that it envelopes you in a protective shadow while you recuperate. While under the effect of a Condition that is accompanied with a Saving Throw to end it, you receive half damage.
Umbral Disengage[edit]
At 13th level, you can bend shadows to make it more difficult for creatures to hit you. When a creature attacks with a melee attack, you can use your reaction to cause the creature to roll disadvantage on the attack roll.
Corrupted Mind[edit]
At 15th level, Your mind is a dark miasma of shadowy thoughts. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Wisdom saving throws (your choice).
Shadow Absorb[edit]
At 20th level you gain the ability to absorb shadow from the surrounding. You gain at the start of every of your turns 2SP & and if Paranoia is active you gain 4SP .
Shadow Reaver Paths[edit]
At 3rd level, you have learned to harness you shadow powers represented by one of 2 paths
Shadow Sniper[edit]
Shadow Reavers who choose this path have learned to bind shadows to weapons to become more effective in combat.
Shadow Shot[edit]
Starting at 3rd level, You have learned to mold shadow to ammunition. When you attack using ranged weapons, you may spend 1 SP to deal an additional hit die of necrotic damage against the target.
At 7th level, you gain the following feature:
- You may now spend up to 2 SP to increase your weapon's natural hit die by 2.
At 11th level, you gain the following feature: You may spend up to 3 SP to increase your weapon's natural hit die by 3 Back to Main Page → 5e Homebrew → Classes