Shadowling (5e Subclass)

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The Shadowling is a rogue who prefers to stay in the dark, away from the light. He will strike out when you least expect him from the darkness behind you and by the time you turn around, he has melted away into the darkness. Rogues usually gain these abilities through the interference of an other worldly being from the plane of shadows.

Night Crawler[edit]

When you choose this subclass at 3rd level you gain magical dark-vision up to 60 feet (unless you already have dark-vision beyond that) and can use your bonus action to teleport to an unoccupied space, that you can see, within 60 feet. Both your current location and the destination must be in dim light, darkness, or are at least lightly obscured. You then have advantage on the first melee attack you make before the end of the turn.You may also bond 2 weapons to yourself, through a 1 hour long ritual per weapon. As a bonus action, you can summon the weapons from the shadows or dismiss it into them, and they are considered magical to overcome resistances. A weapon bonded to yourself in this manner also deals 1d6 psychic damage to a target on a hit, this damage increases to 1d8 at 6th level and the infused weapons land critical hits on rolls of 19-20. At 9th level the extra psychic damage increases to 1d10 and the weapons gain the "Viscous" property, dealing an extra 7 damage on a roll of 20. Finally the damage increases to 1d12 at 13th level.

Stalker in the Shadows[edit]

At 9th level, you gain the following abilities to efficiently stalk your target in the shadows. Add your CHA modifier to your initiative bonus as long as you aren't in bright light, and while initiative is being rolled you may teleport up to 60 feet and immediately take the "Hide" action. Missing with a ranged weapon attack does not reveal your position while hidden, and you may attempt to hide in lightly obscured areas as long as they are in dim light/darkness. You may also use an action once per short or long rest to see through solid objects and hone in on the heat source of enemies up to a range equal to your darkvision. This special sight lasts for up to 10 minutes or until you stop concentrating (as if you where concentrating on a spell.) During that time you perceive objects as ghostly, transparent images while hostile targets appear as glowing, bright red silhouettes. With this vision active you do not suffer disadvantage when attacking enemies that are otherwise invisible, heavily obscured by magical darkness, fog clouds or other means of obstruction.

One with the Shadows[edit]

At 13th level you gain the ability to attune your physical body into the shadows themselves. You gain the following benefits and can use each of them once before taking a short or long rest. If you are standing in an area of dim light or darkness, as an action you can become invisible. You remain invisible until you attack, cast a spell or are in an area of bright light. When you make an attack against a surprised opponent, as long as you aren't in an area of bright light, the first attack you make automatically counts as a critical hit if it lands. Additionally when you use your reaction to use your Uncanny Dodge feature you may disappear into a shadowy cloak, immediately teleporting up to 60 feet away, and becoming invisible until you attack, cast a spell or your following turn ends.

Dark Phantom[edit]

At 17th level, you gain mastery over the shadows, and can bend them to your will transforming yourself into an avatar of shadows. Once per long rest as a bonus action you may call upon the surrounding shadows to assume the form of a dark phantom. You gain the following benefits and they last for up to one hour or until you are knocked unconscious. You are constantly shrouded in shadows and emit an aura of darkness in a 30 foot radius centered on you. The first 10 feet count as total darkness and the last 20 feet count as dim light. This darkness blocks out all sources of light (including the sun) except for magical light created by a level 9 spell. Your movement speed increases by 30 feet and you gain a fly speed of 60 feet (if you already had a fly speed, increase it by 30 feet.) You can also stand and move onto vertical walls and upside down on ceilings and gain incorporeal movement. If you knock an enemy to zero hit points while in this form, all other enemy's within 10 feet that can see their fallen comrade must succeed a WIS save (DC=8+proficiancy bonus +CHA mod) or be frightened of you until the end of their next turn.

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