Shadowblessed (5e Class)

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Shadowblessed[edit]

As a young lizardfolk cuts down enemies in battle, his shadow wields a handaxe cutting down just as many enemies.

Peculiar Shadow[edit]

Shadowblessed are adventurers whose shadow came to life and now help them. Each shadowblessed's shadow has its own name and personality and looks mostly like its shadowblessed.

Creating a Shadowblessed[edit]

As you create your Shadowblessed character contemplate how their shadow came to life. Were their parents cursed by a hag? Did they enter the Shadowfell and return to find their shadow alive? Work with your DM to figure out how it fits into your story.

Quick Build

You can make a Shadowblessed quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Hermit background. Third, choose the light crossbow with 20 bolts, a dungeoneer's pack, and a quarterstaff.

Class Features

As a Shadowblessed you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and Medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity and Charisma
Skills: Pick two skills of your choice Survival, Stealth, Intimidation, or Sleight of Hand

Equipment

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

  • (a) A light crossbow with 20 bolts or (b) Any simple weapon of your choice
  • Leather armor, two daggers
  • (a) Dungeoneer's pack or (b) Explorer's pack
  • (a) A quarterstaff or (b) Handaxe or (c) Spear

Table: The Shadowblessed

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Creature of Shadows, Tangible Shadow
2nd +2 {Spellcasting
3rd +2 Eclipse 2
4th +2 Ability Score Improvement 3
5th +3 Eclipse Feature 3
6th +3 Transference 3
7th +3 4 2
8th +3 Ability Score Improvement 4 2
9th +4 4 2
10th +4 Penumbra Charge 4 3
11th +4 Eclipse Feature 4 3
12th +4 Ability Score Improvement 4 3
13th +5 4 3 2
14th +5 Dark Angel 4 3 2
15th +5 4 3 2
16th +5 Ability Score Improvement 4 3 3
17th +6 Eclipse Feature 4 3 3
18th +6 4 3 3
19th +6 Ability Score Improvement 4 3 3 1
20th +6 4 3 3 1

Creature of Shadows[edit]

Starting at 1st level, as long as your Shadow is summoned, you gain darkvision out to a range of 60 feet. If you already have darkvision If you already have darkvision from your race, its range increases by 30 feet. This darkvision pierces through magical darkness.

In addition, the light obscurement caused by a dimly lit environment doesn't impose Disadvantage on your Wisdom (Perception) checks.

Tangible Shadow[edit]

Starting at 1st level you can summon a living shadow, tethered to you by your feet. You can take an action to magically invoke your shadow in an unoccupied space on a horizontal surface within 5 feet of you. The shadow occupies its space, but can pass through space occupied by other creatures as if they weren't there. Once you conjure a shadow, you can't do so again until you finish a long rest or until you expend a spell slot to conjure another. You can have only one shadow at a time and can't conjure other while the previous one is present.

The shadow is a construct, has an AC of 18 and a number of hit points equal to five times your Shadowblessed level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

On each of your turns, you can take a bonus action to cause the shadow to move up to 15 feet on the ground or on a vertical surface. The shadow must stay within 15 feet of you. You can then take an Action from the position of the shadow using the same bonus action. The action must be one of the following: make one attack with a melee weapon (cases psychic damage rather than the regular damage), use a tool you are wielding or interact with an object. rom your race, its range increases by 30 feet.

Spellcasting[edit]

Eclipse[edit]

At 3rd level, you choose an eclipse. Choose between Solar, Lunar, and Dusk all detailed at the end of the class description. Your choice grants you features at 3rd and again at 5th, 11th, and 17th.

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.

Transference[edit]

At 6th level, you can swap positions with your shadow. As a Bonus Action, you can teleport to the position of your shadow, while that shadow teleport to your position.

Penumbra Charge[edit]

At 10th level, when you hit a creature with your shadow, you can engulf your attack with the power of the Penumbra. The target must succeed on a Constitution saving throw against your spell save DC or take 2d12 damage. The damage depends on your chosen Eclipse: Fire (Dusk), Necrotic (Lunar), Radiant (Solar).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You can use this feature again by spending a spell slot. When you do so, the target have Disadvantage on the save, and you cause additional 1d12 damage for each slot spent above 1st (up to a maximum of 6d12 damage).

Dark Angel[edit]

Starting at 14th level, if you are within 5 feet of your shadow, your shadow can grow wings and carry you through the air, with a movement speed equal to your movement speed. You don't provoke opportunity attacks with this movement, but your shadow does.

Solar Eclipse[edit]

Solar Eclipse shadows are shadows that have harnessed the sun's fury via the reflection of the moon.

Moon's Light

Starting at 3rd level your shadow can cast the spell Moonbeam as a second level spell requiring no components. you cannot use this feature again until you finish a long rest.

Sun's Fury

Starting at 5th level your shadow gains the ability to attack twice as your action.

Wrath of the Sun

Starting at 11th level your shadow gains the ability to cast the spell Fireball as a 5th level spell nd instead of fire damage it deals radiant damage. You cannot use this feature again until you take a long rest.

Celestial Ray

Starting at 17th level your shadow gains the ability to call upon the power of the heavens. As an action, your shadow can point at a creature and cause a ray of light to come out of your shadow's hand. This ray does 5d10 radiant damage. You cannot use this feature again until you have finished a long rest.

Lunar Eclipse[edit]

<!-Introduce this subclass here->

Revelry In the Dark

Starting at 3rd level your shadow can cast the spell Darkness as a second level spell requiring no components. You can see through your own Darkness spell. You cannot use this feature again until you have finished a short rest. In addition, your shadow can touch a willing creature and grant them the ability to see through your darkness spell as long as they remain in contact.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Dusk Eclipse[edit]

Dusk Eclipse Shadows are shadows who have harnessed the in-between of light and dark.

Spellcasting

Starting at 3rd level your shadow gains the ability to cast spells from the Dusk Eclipse spell list at the bottom of the page as long as they have a spell slot available. During a long rest, your shadow can ready any spell from the Dusk Eclipse spell list as long as your shadow has spell slots available. You regain all expended spell slots when you take a long rest.

Breaking Dawn

Starting at 6th level your shadow gains the ability to cast a

<!-Class Feature->

<!-Class feature game rule information->

Dusk Eclipse Spell List[edit]

1st Level[edit]
  • Inflict Wounds
  • Charm Person
  • Entangle
  • Thunderwave
  • Burning Hands
  • Magic Missile
  • Hellish Rebuke
  • Tasha's Hideous Laughter
  • Detect Magic
  • Sleep
  • Armor of Agathys
  • Chromatic Orb
2nd Level[edit]
  • Darkness
  • Cloud of Daggers
  • Flaming Sphere
  • Shatter
  • Web
  • Cloud of Daggers
  • Scorching Ray
  • Blindness/Deafness
  • Invisibility
  • Gust of Wind
  • Arcane Lock
  • Blur
  • Cordon of Arrows
  • Crown of Madness
3rd Level[edit]
  • Fireball
  • Dispel Magic
  • Lightning Bolt
  • Haste
  • Animate Dead
  • Bestow Curse
  • Blink
  • Conjure Animals
  • Conjure Barrage
  • Counterspell
  • Daylight
  • Elemental Weapon
  • Fear
4th Level[edit]
  • Control Water
  • Conjure Minor Elementals
  • Dimension Door
  • Dominate Beast
  • Evard's Black Tentacles
  • Fire Shield
  • Giant Insect
  • Grasping Vine

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shadowblessed class, you must meet these prerequisites: Dexterity 15 Constitution 13

Proficiencies. When you multiclass into the Shadowblessed class, you gain the following proficiencies: Stealth, Intimidation

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