Shadow Summoner (5e Class)
Shadow Summoner[edit]
Shadow Summoners are Summoners of the Etherealki Order. They have the ability to gather and manipulate darkness. The Darkling and his mother, Baghra, are the only known Shadow Summoners. Shadows Summoners are a rare and powerful class of Summoners. Their power is shown in their ability to manipulate darkness and shadows. The tales described Shadow Summoner's power as an inky pool of darkness in his hands, which then he can shape into tendrils or waves of darkness, and in some cases, darkness can be made into the Cut, a lethal ability that uses shadows or darkness to create a slicing effect on the target.
Outcast and revenge[edit]
A Shadow Summoner is an extremely powerful being if well trained and can be used as a weapon. While tho common folks fear them a more expert eye is able to see his real capabilities. This kind of summoner always lives out of society and often hunted down by both people and the Government. Revengeful but also word-standing a Shadow Summoner is a master in manipulating the mind and disguising his true identity. Not evil a Shadow Summoner is often egoistic because of society. A high-ranked Summoner can feel his presence as a void of darkness and dark creatures are often attracted by him.
Creating a Shadow Summoner[edit]
A Shadow Summoner his one with darkness so dark races work the best: The alignment should be not legal but there is no need to be Evil.
- Quick Build
You can make a Shadow Summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Wisdom. Second, choose the Outcast background.
Class Features
As a Shadow Summoner you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Shadow Summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadow Summoner level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: Simple Weapons
Tools: Alchemist Kit
Saving Throws: Wisdom, Charisma
Skills: Choose 3 from the following: Persuasion, Deception, Medicine, Investigation, Nature, Religion, Perception, and Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Daggers or (b) Handaxe
- (a) Light Crossbow and 20 bolts or (b) Shortbow and 20 arrows
- (a) Alchemist Kit or (b) Dungeoneer Kit
- (a) Kefta or (b) Light Armor
- If you are using starting wealth, you have 2d10 GP in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | Darkness Summoning; Spellcasting | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Physical Darkness; Dark Essence | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Obscure Force | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Shield of Darkness | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Dark Mind | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | The Cut | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | The Cut Improvement | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Dark Interdiction | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Darkness Leviting | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | The Cut Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Little Science | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | One with Darkness | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | The Cut Mastering | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Merzost;Nichevo'ya | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Merzost' s Life | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Darkness Summoning[edit]
You have unlocked the ability to manipulate darkness near you. You can diminish the level of illumination in a 120 feet area of your choice. You can do it so at will. Once per short rest you can also cast the spell Darkness to a level equal to half of your level in this class (minimum 1)
Spellcasting[edit]
Cantrips - At 1st level, you know two cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shadow Summoner table.
Spell Slot - The Shadow Summoner table shows how many spell slots you can cast. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Spellcasting Ability - Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Dark Essence[edit]
At 2nd level, you can focus the darkness in you. This ability is represented by dark essence points, which allow you to create a variety of magical effects.
Dark essence points- You have 4 dark essence points, and you gain more as you reach level 6 (8 points), 12 (15 points), 18 (20 points). You can never have more points than your maximum. You regain all spent points when you finish a long rest.
Creating spell slots- You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The ratio between sorcery points and spell slot is 1:2 in favour of spell slots. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points.- As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Over your limits- You can use your dark essence also to imbue of dark power your abilities. You start with a static pool of 2 points adding 1 each level. This pool is the darkness in you and can't be reduced in any way. If you are in a dark area you can temporarily tap into the outer darkness to boost your static pool adding 1 point per level of darkness. If you are in a magical darkness the cost of your darkness abilities is also reduced of 1 point.
Physical Darkness[edit]
You learn to shape and materialize the absence of light. You have advantage in stealth checks made in scarcely illuminated areas. Adittionaly you can shape darkness in any form you want smaller than 10 cm (perchè non so fare la conversione in pollici).
Obscure force[edit]
You can use 2 static dark essence point to empower your attacks. If you do so add +1 to all damage related to non spell attacks. You also learn to use darkness at your advantage: whenever you make a Strength or Dexterity saving throw you can expend dark essence point to have a bonus equal to the number of expended points.
Ability Score Improvement[edit]
When you reach 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.
Shield of Darkness[edit]
You practice to use darkness as your shield. Whenever you are in combat you can use a bonus action to call darkness around you. If you do so a 10 feet area centered on you is considered dark (this darkness does not boost your other abilities) and all who are not able to see into darkness have disadvantage in attack roll against you; additionally you gain a +1 boost to your AC (to a maximum of +3) every 3 static dark essence point used.
Darkness Summoning[edit]
Darkness Summoning[edit]
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes