The Shadowmaster (5e Subclass)
The Shadow Master[edit]
The Shadowfell has many patrons for a warlock to gain their power from. |
Warlock Subclass
You made a pact with a shady entity, whether of the Shadowfell, Deep Ethereal, or even the Abyss.
Expanded Spell List[edit]
The Shadowmaster lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | dissonant whispers, command |
2nd | silence, darkness |
3rd | blink, control darkness |
4th | phantasmal killer, greater invisibility |
5th | creation, mislead |
Heart of Darkness[edit]
Starting at 1st level, you learn the shade blast cantrip, and it is a Warlock spell for you. You may add your Charisma modifier to the damage roll (minimum of 1).
In addition, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 60 feet.
Light-Eater[edit]
Also at 1st level, your patron grants you the power to snuff out the light. As a bonus action, you may extinguish all nonmagical light sources within 30 feet. For every light source you extinguish, you gain 1 temporary hit point, to a maximum of your Charisma modifier + your proficiency bonus.
Blink[edit]
At 6th level, you may cast misty step without expending a Warlock spell slot. When you cast the spell in this way, you do not require a Verbal component to cast the spell, but cannot expend spell slots until the end of your next turn. If you use this ability to initiate combat with a creature, that creature is surprised for one round.
You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses upon completing a short or long rest.
Umbral Aura[edit]
Starting at 10th level, you exude a dark aura up to 10 feet around yourself. The aura's radius increases to 30 feet at 14th level.
Friendly creatures (including you) within the aura gain the following benefits:
- The creature becomes immune to necrotic damage.
- The creature deals additional necrotic damage equal to your Charisma modifier.
Shadow Manipulation[edit]
At 14th level, you gain the ability to trap your foes in an ethereal prison of shadow with you and your allies. When you hit a creature with an attack, you may choose to conjure a collumn of darkness on the target. The collumn fills an 80 foot radius, and is 160 feet high. The collumn lasts one minute and it blocks the line of sight. No magical or nonmagical light can illuminate the prison from within.
All hostile creatures within the radius must make a Wisdom saving throw. The targeted creature automatically fails this saving throw. On a fail, a creature takes 5d10 necrotic damage, and is blinded and restrained. On a success, a creature takes half the damage, is not restrained, and is only blinded if they do not have blindsight, truesight or tremorsense.
At the end of each creature's turns while subjected to this effect, they may repeat their saving throw. On a successful save, the creature is no longer restrained, may exit the prison and is only blinded if they do not have blindsight, truesight or tremorsense. On a fail, it takes an additional 5d10 necrotic damage and is still blinded and restrained.
You must complete a long rest to use this feature again.
Shadowmaster Exclusive Spells[edit]
Shade Blast[edit]
Necromancy cantrip
Casting Time: 1 action
Range: 120 ft
Components: V, S
Duration: Instantaneous
A dark lance of negative energy leaps from your fingertips at a target within range. Make a ranged spell attack against the target creature. On a hit, the creature takes 1d8 necrotic damage. If you attack a creature that stands in dim light or darkness, the damage dice becomes a d12s instead.
At Higher Levels. This spells damage increases by 1d8 when you reach 5th level(2d8); 11th level (3d8), and 17th level (4d8).
Control Darkness[edit]
3rd-level transmutation
Casting Time: 1 action
Range: Self (60ft line)
Components: V, S
Duration: Instantaneous You unleash a roiling wave of darkness to assail your foes and shield you allies. Creatures within range suffer one of the following effects:
- Hostile creatures must make a Strength saving throw or be restrained for 1 hour. A creature may repeat its saving throw at the end of each of its turns.
- Friendly creatures may add half your Charisma modifier rounded up (minimum of 1) to their AC for 1 minute.
Unique Eldritch Invocations[edit]
Thanotic Blast (Prerequisite: The Shadowmaster Patron, eldritch blast)
When you cast eldritch blast, you can choose to have it deal necrotic damage. If you do so, it ignores a creature's resistance if it has immunity, it is dropped to resistance to necrotic damage.
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