Shadow Walker (5e Subclass)
Shadow Walker[edit]
Rogue Archetype
When someone dies from the hands of creatures born in the Shadowfell, by necromantic spells or are touched by the living shadows, sometimes the dark energy fuses with their body, causing them to remain alive. These cause them to reborn as a Shadow Walker, a being that is in between planes, forever connected by a string of darkness to the plane of shadows.
When someone who is reborn as a shadow walker dies, their body disintegrates and is sent to the shadow plane, where they undergo excruciating pain as their body and mind are altered. Eventually they return the same as before, but somehow different
- Shadow Body
Starting at 3rd level, your body starts to fuse itself with the dark materials that made up the Shadowfell. You gain the following benefits:
- Shadow Eyes. You can see on normal and magical darkness up to a range of 120 feet.
- Shadow Blood. You have advantage on saving throws against the poisoned and paralyzed conditions, and resistance to poison damage.
- Shadow Soul. When you die, you and all your equipment being carried and worn are sent to the Shadowfell. You can't be resurrected, but can be summoned back by conjuration spells that allow access to the plane of shadows, or by the Summon Shadowspawn spell.
- Shadow companion
Starting at 3rd level, you can call on a shadow that take on a life of its own. While you are in dim light or darkness, you can cast find familiar as an action, without spending any component materials.
The familiar summoned by this ability is invisible while it is on dim light or darkness. Once you use this ability, you can't use it again until you complete a long rest.
- Shadow Blade
Also at 3rd level, you can shape the shadows in a form of daggers on your hand, as an object interaction on your turn. These daggers are exactly as normal daggers, but cause psychic damage, instead of piercing, and disappear right after hitting a target.
At 9th level you can summon a rapier, a pair of daggers at 13th level and a pair of shortswords or at 17th level.
If you are in an area of darkness, you have advantage on the attack roll with this blade.
- Shadow Shape
Starting at 9th level when you choose this archetype, you can use your action to shape the shadows as an object in your hand or on the ground in an unoccupied space covered in darkness that you can see within 10 feet of you. This object must fit a 5-foot cube on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, but it resembles a dark copy of the object.
The object disappears after 1 hour, when you use this feature again, if it takes any damage or when it enters an area of bright light.
- Shadow Armor
At 13th level, you can cause shadows to run up your body and forms an armor, as a bonus action. This armor give you an AC of 13 + your Dexterity modifier, make you immune to being moved against your will.
Keeping the armor active requires concentration, as if you were concentrating on a spell. You must not be wearing an armor to summon the shadow armor.
- Shadow Cloak
At 17th level, you can make a cloak that will cover his face in shadows and his cloths are like shadows themselves. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
You also have advantage on Dexterity (Stealth) and (Sleight of Hand) when you are in an an area of dim light or darkness, and can take the Hide action even when in plain sight.
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