Shadow Walker II (5e Class)

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Shadow Walker[edit]

A tall figure in dark robes raises a scythe from the shadows of a damp alleyway over the head of a raucous thief. A shadow emerges from beneath them and binds the thief in black tendrils as his life is silently snuffed out. Hearing incoming footsteps, the figure disappears from the scene by walking through the adjacent building wall.

Shadow Walkers are the embodiment of the darkness that seeps in from the Shadowfell. The darkness within a Shadow Walker changes thier physiology from the inside. With their power either inherited, or gifted from the Raven Queen herself, they keep balance against the light of the material realm.

Creating a Shadow Walker[edit]

How did you come to obtain your powers? Was it a curse from an shadow dragon? A planar shift that went wrong? Consider how this power changes your physicality, personality. Are you cold and distant from the world, or do you put on a shadow puppet show?

Quick Build

You can make a Shadow Walker quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Sage background. Third, choose a Scythe as your weapon.

Class Features

As a Shadow Walker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shadow Walker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadow Walker level after 1st


Armor: Light
Weapons: Simple Weapons, Scythe
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 from Acrobatics, Arcana, Deception, Perception, Stealth


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Scythe or (b) any Simple Weapon
  • (a) a Component Pouch or (b) an Arcane Focus
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • Leather Armor, two Daggers
  • If you are using starting wealth, you have 3d4 x 10gp in funds.

Table: The Shadow Walker

Level Proficiency
Features Cantrips Known Spells Known Spell Slots
1st +2 Spellcasting, Shadow Control 2 2 2
2nd +2 Umbral Action 2 3 2
3rd +2 Archetype of Shade, Shadow Control Improvement 2 4 2/1
4th +2 Ability Score Improvement 3 5 3/2
5th +3 3 6 4/3/1
6th +3 Archetype of Shade Feature, Shadow Control Improvement 3 7 4/3/2
7th +3 3 8 4/3/3/1
8th +3 Ability Score Improvement 3 9 4/3/3/2
9th +4 Shadow Control Improvement 3 10 4/3/3/3/1
10th +4 4 11 4/3/3/3/2
11th +4 Archetype of Shade Feature 4 12 4/3/3/3/2
12th +4 Ability Score Improvement 4 12 4/3/3/3/2
13th +5 Archetype of Shade Feature 4 13 4/3/3/3/2
14th +5 4 13 4/3/3/3/2
15th +5 Archetype of Shade Feature 4 14 4/3/3/3/2
16th +5 Ability Score Improvement 4 14 4/3/3/3/2
17th +6 Archetype of Shade Feature 4 15 4/3/3/3/2
18th +6 Otherworldly Body 4 15 4/3/3/3/2
19th +6 Ability Score Improvement 5 16 4/3/3/3/2
20th +6 Body of Shadow 5 16 4/3/3/3/2


An event in your past or the past of your ancestor has led to your body being infused with the magic of the Shadowfell. The Shadow Weave runs through your anatomy, and you use its energy to power your spells.


At 1st level, you know 2 Cantrips of your choice from the Shadow Walker spell list. You learn an additional cantrip at 4th level, and again at 10th level.

Spell Slots

The Shadow Walker table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Shadow Walker 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 Ray of Enfeeblement and have a 1st-level and a 2nd-level spell slot available, you can cast Ray of Enfeeblement using either slot.

Spells Known of 1st level and Higher

You know two 1st-level Spells of your choice from the Shadow Walker spell list.

You learn an additional Shadow Walker spell of your choice at each level. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Shadow Walker Spells you know and replace it with another spell from the Shadow Walker Spell List, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Constitution is your Spellcasting Ability for your Shadow Walker Spells, since the power of your magic relies entirely on controlling the physical (and in turn metaphysical) portion of the Shadow Weave contained within your body. You use your Constitution whenever a spell refers to your Spellcasting Ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Shadow Walker Spell you cast and when making an Attack Roll with one.

   Spell save DC = 8 + your Proficiency Bonus + your Constitution modifier
   Spell Attack modifier = your Proficiency Bonus + your Constitution modifier
Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Shadow Walker Spells. You may use a scythe as your arcane focus for casting these spells.

Dark Machina

Spells come from the shadow that lives inside you. Using spells drains this shadow, along with your very essence. When you cast a Shadow Walker spell of 1st level or higher, take 1 damage. This damage may not be prevented in any way.

Shadow Control[edit]

Beginning at 1st level, you learn how to manipulate the dark energy trapped in your form and use it to control your own shadow. If the shadow occupies the same 5ft area as a creature, that creature is considered heavily obscured.

Your shadow has an AC equal to 13 + your proficiency bonus and has HP equal to half of your HP. Its movement speed and climbing speed is equal to your movement speed. The shadow must stay attached to a solid surface, and is immune to any forced movement that would remove it from a surface. If it has to make a saving throw, it uses your saving throw bonus for the roll. If your shadow is destroyed, you can regenerate it during a Long Rest.

Your shadow can enter an inactive state when it occupies the same area as you. It may enter this state by using a bonus action. While in this state, it appears to be a mundane shadow and is unaffected by damage.

As a bonus action, you can move your own shadow up to a maximum of 15 feet from you. If the shadow would be moved beyond this range, it is pulled toward you until it is in range. This range increases to 30 feet at 3rd level, 60 feet at 6th level, and 90 feet at 9th level.

At 6th level, your shadow gains resistance to nonmagical damage.

At 9th level, your shadow may move once per turn as a free action.

Umbral Action[edit]

Starting at 2nd Level, your form becomes darker and more fluid, allowing you to move your shadowy form more swiftly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Hide action or to switch places with your shadow. Switching places with your shadow does not provoke opportunity attacks.

Archetype of Shade[edit]

At 3rd level, you chose a archetype that focuses your control over the shadow. This takes the form of new techniques or magical abilities. Choose between Duskmage, Obsidian Knight, or Umber Knife, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th 11th, 13th, 15th and 17th level.

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.

Otherworldly Body[edit]

At 18th level, your body becomes even more darkened and fundamentally changed by the shadow magic that lives with you. You gain advantage on all stealth checks while in dim light or darkness. You no longer need to eat, drink or breath. You gain immunity to poison.

Body of Shadow[edit]

At 20th level, the bond between yourself and your shadow reaches perfect synergy. While your shadow is not destroyed, you gain resistance to all damage.


The Duskmage is one who has internalized the magic of her shadow and created a bond that improves spellcasting.

Shadow Casting

At 3rd level, you gain the ability to cast spells through your shadow. You are still considered to be the caster. Additionally, you gain the ability to cast spells as rituals.

Twin Weaving

At 6th level, you gain the ability to cast magic by drawing from the Weave and the Shadow Weave simultaneously through your shadow, though only briefly. When you cast a spell that costs an action and does not require concentration, you may cast it again via your shadow as a bonus action. This cast still expels the appropriate spell slot.

You can use Twin Weaving once per long rest. You must finish a long rest before you can do so again.

Dark Arcanum

At 11th level, your body becomes the living embodiment of a particular shadow spell. Choose one 6th-level spell from the Shadow Walker spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Shadow Walker spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Dark Arcanum when you finish a long rest.

Obsidian Knight[edit]

The Obsidian Knight has utilized dark energy to improve her skills in combat.

Martial Proficiency

At 3rd level, you gain proficiency with martial weapons, medium armor and shields.

Strike from the Dark

Also at 3rd level, when you use the Attack action, you can make one weapon attack as a bonus action. This attack can come from you or your shadow. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.

Aegis of the Void

Starting at level 6, you may now harness your shadow to defend your allies. If your shadow is in the same area as an ally, the first attack against them in a round is made with disadvantage.

Dark Fighter

At level 11, you gain the Extra attack feature.

Tactical Rotation

At 13th level, your prowess in battle is nearly unmatched. When you switch places with your shadow using a bonus action, you may make one attack against a target in range of your destination as part of the process.

Otherworldly Power

Starting at 15th level, your attacks carry the force of the Shadowfell with them. Your attacks deal an additional 1d8 necrotic damage.

Cosmic Blade

At level 17, your shadowy energy can manifest as a shadow of any weapon you possess as a bonus action. This weapon gains 5 feet of reach and deals necrotic damage.

Umber Knife[edit]

The shadows conceal the Umber knife as she hunts foes and strikes where enemies are weakest. But as the shadow blends with her body, she becomes something unrecognizable.

Piercing Shadow

At 3rd level, if your shadow is within 5 feet of a creature you just damaged with an attack, you can have your shadow mimic your motions and deliver its own attack dealing 1d6 necrotic damage.

This damage increases to 2d6 at level 6, 3d6 at level 11 and 4d6 at level 15. This damage may only be applied once per turn.

Aura of Menace

The twisted visage of your shadow exudes an aura that intimidates foes. At level 6, you may use a bonus action to have your shadow give out an aura of menace with a radius of 5 ft, granting you advantage on your attacks against enemies within the aura. This aura lasts until the start of your next turn.

You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.

Additionally the damage from your Piercing Shadow increases to 2d6.

Cellular Evasion

Beginning at level 11, you can change your physical structure to negate the damage from certain area effects. 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.

Additionally the damage from your Piercing Shadow increases to 3d6.

Reaction Limit

Starting at level 13, the speed of your movements become unnatural. Your movement speed increases by 10.

Additionally, you may switch places with your shadow as a reaction. If you are the target of an attack, your shadow instead becomes the target.

Sever Soul

Your blades cut through the very fabric of your enemies. At level 15, you may change the damage type of your weapon attacks to deal psychic damage.

Additionally the damage from your Piercing Shadow increases to 4d6.

Shadow Duality

They say that the greater the light, the greater the shadow. At level 17 you gain a second shadow. This shadow has the same statistics as your original.

Shadow Walker Spell List[edit]

You know a number of the spells on the basic Shadow Walker spell list according to the table.


Blade Ward, Booming Blade, Chill Touch, Create Bonfire, Frostbite, Green-Flame Blade, Infestation, Lightning Lure, Mage Hand, Magic Stone, Minor Illusion, Poison Spray, Prestidigitation, Shadow Blast*, Sword Burst, Toll the Dead, True Strike

1st Level

Arms of Hadar, Bane, Cause Fear, Charm Person, Expeditious Retreat, False Life, Fog Cloud, Hellish Rebuke, Ice Knife, Illusory Script, Inflict Wounds, Jump, Longstrider, Magnify Gravity, Protection from Evil and Good, Puppet (UA), Ray of Sickness, Silent Image, Sleep, Sudden Awakening, Thunderwave, Unseen Servant, Witch Bolt, Zephyr Strike

2nd Level

Alter Self, Blindness/Deafness, Blur, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Enhance Ability, Enlarge/Reduce, Feather Fall, Flame Blade, Gentle Repose, Hold Person, Invisibility, Levitate, Mind Spike, Mirror Image, Misty Step, Phantasmal Force, Ray of Enfeeblement, See Invisibility, Shadow Blade, Silence, Spider Climb, Suggestion

3rd Level

Bestow Curse, Blink, Counterspell, Dispel Magic, Elemental Weapon, Fear, Feign Death, Gaseous Form, Haste, Hunger of Hadar, Hypnotic Pattern, Life Transference, Major Image, Nondetection, Phantom Steed, Slow, Spirit Guardians, Summon Shadowspawn, Tongues, Vampiric Touch

4th Level

Banishment, Blight, Confusion, Death Ward, Dimension Door, Edvard’s Black Tentacles, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow of Moil, Summon Aberration

5th Level

Banishing Smite, Cloudkill, Contact other Plane, Danse Macabre, Dispel Evil and Good, Planar Binding, Seeming, Temporal Shunt, Wall of Darkness*

6th Level

Disintegrate, Eyebite, Harm, Magic Jar, Planar Ally, Programmed Illusion, Soul Cage, Tasha’s Otherworldly Guise, Tenser’s Transformation, True Seeing

7th Level

Dream of the Blue Veil, Etherealness, Finger of Death, Mirage Arcane, Mordenkainen’s Sword, Plane Shift, Power Word: Pain, Project Image, Sequester, Simulacrum, Teleport, Tether Essence

8th Level

Antimagic Field, Antipathy/Sympathy, Clone, Dark , Demiplane, Dominate Monster, Illusory Dragon, Maddening Darkness, Reality

9th Level

Astral Projection, Blade of Disaster, Gate, Imprisonment, Invulnerability, Power Word: Kill, Ravenous Void, Shapechange, Weird


Prerequisites. To qualify for multiclassing into the Shadow Walker class, you must meet these prerequisites:

  • Constitution score of at least 13
  • Charisma score of at least 13
(2 votes)

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