User:Gamerkasper

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Monkey King[edit]

King of Monsters[edit]

As the Monkey King, you are(or once were) the strongest beast a hero could possibly face. Dominance over other beasts of your own realm extended your fury, or curiosity, into realms other than your own. You were struck down by a god, or even by a mortal, and forced into your current form.

This is a class based on the main character of God of Highschool. God of Highschool belongs to Yongje Park and can be viewed on Crunchyroll and Webtoon.

Creating a Monkey King[edit]

When playing this class, there are a few things to think about. If the spirit of the Monkey King reincarnated inside you, why? If you were struck down, what action did you take to make the Gods remove your initial power? Does your character know what they are, and how do they react or know?

Quick Build

You can make a Monkey King quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Folk Hero background.

Class Features

As a Monkey King you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor and Medium Armor
Weapons: Simple Weapons
Tools: none
Saving Throws: Dexterity and Widsom
Skills: Choose 2 from Animal Handling, Insight, Perception,Acrobatics, Athletics, Persuasion, Deception And Intimidation

Equipment

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

  • (a) a Quarterstaff or (b) any Simple weapon
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • (a) 10 darts or (b) 10 thrown weapons(cannot be a Dagger)
  • If you are using starting wealth, you have 3d10 gp in funds.

Table: The Monkey King

Level Proficiency
Bonus
Martial Arts Will Points Techniques Features Unarmored Movement
1st +2 1d4 - - Martial Arts, Unarmored Defense -
2nd +2 1d4 3 2 Renewal Taekwondo, Will Points, Unarmored Movement +10
3rd +2 1d4 6 3 King's Path +10
4th +2 1d4 8 4 Ability Score Improvement, Ability Score Increase +10
5th +3 1d6 10 5 Quick Learner, Extra attack +10
6th +3 1d6 12 6 King's Path Feature +15
7th +3 1d6 14 7 Limiter Removal,Evasion +15
8th +3 1d6 16 8 Ability Score Improvement +15
9th +4 1d6 18 9 Unarmored Movement Improvement +15
10th +4 1d6 20 9 Supernatural Senses +20
11th +4 1d8 22 10 King's Path Feature +20
12th +4 1d8 24 10 Ability Score Improvement, Command +20
13th +5 1d8 26 11 +20
14th +5 1d8 28 11 Extra Attack +25
15th +5 1d8 30 12 Stilled Time +25
16th +5 1d8 32 12 Ability Score Improvement +25
17th +6 1d10 34 13 King's Path Feature +25
18th +6 1d10 36 14 +30
19th +6 1d10 38 15 Ability Score Improvement +30
20th +6 1d10 40 16 Monkey King +30

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

- You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain Monkey king levels, as shown in the Martial Arts column of the Monkey King table.

When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Renewal Taekwondo[edit]

Starting at 2nd level, you begin to remember the techniques you once used in your former glory. You have a choice of two skills detailed at the end of the class. As you level up you will learn more skills and get stronger as you do so. To use skills, you must spend Will Points. Any Renewal Taekwondo technique replaces one of your attacks when you take the attack action since all of them still do the damage of your normal unarmed strike, but only one technique can be used pr action. That means it doesn't work with extra attack and it can't be used on a bonus action

Will Points[edit]

Starting at 2nd level, you gain access to Will Points. Will Points within this class are consumed to use certain moves or abilities. When you want to use a Renewal Taekwondo move, you must spend the required Will Points for the move. At 2nd level you have 3 Will Points, which you gain more of as you level. You regain all Will Points after a short or long rest, and you can only engage in light activity at the most during those periods. All abilities that use Will Points share the same Save DC.

Save DC= 8 + your proficiency bonus + your Wisdom modifier

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monkey king levels, as shown in the Monkey king table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move

King's Path[edit]

Starting at 3rd level, you chose a path that decides what sort of King you will emulate. Choose between Path of Armory, Path of Rebirth, and Path of the Tiger, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 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.

Quick Learner[edit]

Starting at 5th level, when you are hit by an attack, you can learn to copy it. When you are hit by an attack, you can spend 3 Will Point per die of damage it does to be able to use that attack or ability for 1 minute. Any weapon attack is done with your unarmed strikes and the damage is changed accordingly. Spells cannot be copied but at the DM's discretion, some organic abilities can be. At 10th level, you are able to copy up to 2 attacks for 1 minute instead of the usual 1. You can only use this feature once per long rest.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. you may attack a 3rd time on lv 14

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. 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.

Limiter Removal[edit]

Beginning at 7th level, By hitting a pressure point in the brain the user is able to remove the limiters that are placed on his body. The user gains superhuman strength and speed. For 1 minute, your Unarmed Attacks do 2 die of damage instead of 1 and your movement speed increases by 30 feet. Additionally, all techniques that deal damage deal an additional die of damage. When the duration ends, take 3d8 points of damage and you gain 1 level of exhaustion. You can only use Limiter Removal once per long rest. At 20th level, the number of die used is increased to 3 and your speed is increased by 60ft, but you take 7d10 points of damage and two levels of exhaustion once the duration ends.

Unarmored Movement Improvement[edit]

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

Fiery Eyes and Golden Pupils[edit]

Beginning at 10th level, more of your old power has begun to awaken in you. You gain superior darkvision (120 feet) you can also see 60 feet in magical darkness.

Tongue of the Sun and Moon[edit]

Starting at 13th level, you learn to touch the spirit of other people so that you understand all spoken languages. In addtion, any creature that can understand a language can understand what you say.

Stilled Time[edit]

Beginning at 15th level, you notice that you don't seem to be able to grow any older. Your powers have began to return to you, freezing your growth. You do not require food or water and you cannot be aged magically. You can still, however, die of old age.

Monkey king[edit]

Beginning at 20th level your Dexterity and Constitution increases by 4 to a maximum of 24.

You gain immunity to with poison damage and the poisoned condition

Path of Armory[edit]

In your former life as the king of monsters, you kept a hefty arsenal of weapons and armor to aid in your war against the heavens. Through the passage of time, a few of your weapons have remained with you. When you choose this subclass a white crown will come above your head when you use any of it's features, the crown is called the loop of binding

Mori Jin Monkey king.png
Yeoui

Starting at 3rd level, you are able to summon a Dragonbone Quarterstaff named Yeoui for 1 Will Point and dismiss it at will with no cost. For your martial arts, attacking with Yeoui will allow you to make a second attack just as making an unarmed attack would. The Yeoui counts as a small creature size upon summoning, and weighs a single ton to anyone who Isn't attuned to the item. The Yeoui can extend to a length of 30 ft when the user gives the command "expand" but you can't attack with it when it's extended at all. The user can increase the range of the Yeoui by an additional 30ft for every Will point spent. The Yeoui retracts back once the user gives the command "shrink". The user is capable of changing the size and weight of the Yeoui as an action (command word). Note that the weight and size aren't correlated; for every 2 Will Points spent the user can increase the size of the Yeoui by one creature size (Eg. Medium > Large > Huge > Gargantuan). The user is capable of spending 3 Will Points to increase the weight of the Yeoui by an additional ton, though the attuned user is capable of wielding the weapon as if it was weightless.

Sparrow Cloud

Starting at 6th level, you are able to summon a thundercloud named Kinto-Un as an action. The cloud is pure to the heart of the user, and fully committed to the role of idealism advocate. If your alignment is neutral or good, then you can not use the cloud if you have recently been committing sinful acts (up to the DM). Kinto-Un is capable of generating strong arcs of electricity to strike down on an unsuspecting opponent. By spending 4 Will Points, you can command Kinto-Un to 'Strike Down!' on a group of enemies anywhere in sight within a 20ft cylinder. all enemies in range must make a dexterity saving throw to a DC against the users Will Point save DC. On a failure, they take 3d10 lightning damage and half as much on a successful one the could can be used within a range of 120 feet of the user.

Armor Suit

Starting at 11th level, you are able to summon the Armor Suit you once wore for 1 hour a day. You can summon each suit and dismiss it at will with no cost. You cannot be wearing Armor to gain the benefits of your Armor Suit. While wearing your Armor Suit, your AC is equal to 12 + your Dexterity modifier + your Wisdom modifier. While wearing it, you are resistant to Piercing, Slashing, and Bludgeoning damage from non magical attacks. Attacks made when donning this suit are considered magical for the purpose of overcoming resistance. The Dragon Armor suits come in three forms. The user decides the current form assumed when summoning the Armor suit initially at no cost. The user can choose to change the form of the Armor suit between Acceleration mode, Power mode, and Defence Mode. Changing the form of the Armor suit when equipped costs 3 Will Points.

Acceleration: The users speed doubles while wearing this Armor suit. Additionally, they do not take opportunity attacks to any creatures that were within 10ft of the user when they started their turn.

Defence: The user gains temporary hit points equal to 5 + Constitution modifier at the start of each turn while wearing this Armor suit.

Power: While donning this Armor suit, the users unarmed strikes gain a magical +2 bonus to damage rolls. The users size becomes large, and their attacks overcome resistances to physical damage. The user has advantage on strength saving throws and grapple (athletics) checks.

Gourd

At 17th level, the user becomes able to summon a magical gourd. The Gourd is a mystical object carried by the Monkey King. It is usually attached to his waist of the monkey king and contains all of his memories. It is a defensive object and is used to absorb attacks. Inside the gourd is a vast dimension of empty space which is where things that are absorbed go to. The user can spend 5 Will Points to absorb a ranged attack they can see aimed against them inside the gourd as a reaction. If the attack is an area of effect attack, the attack becomes nullified and stored inside the gourd. The user can spend an action to summon and use the attack stored inside the gourd. The gourd may only hold one attack or spell.

Path of Rebirth[edit]

You have found that this body will not be so easily swayed by the old power of the Monkey King. In it, you have found your own power and grown with it, learning more and molding the power you were gifted with.

alt text
Originality

When you choose this subclass, you gain access to a new list of Renewal Taekwondo Techniques. When you level and gain access to new techniques, you can choose from that list. Upon choosing this subclass, you gain one of the Techniques listed on your new list. This does not count against your known techniques.

Recoiless perfection

Starting at 6th level, you have the ability to hone your moves to the point of perfection. You can only have up to 5 Recoilless moves, 7 at 11th level. Recoilless moves cost 1 less Will Point to use, to a minimum of 1 point. There are some techniques that this does not work with, those are: Arang, Gor Yo, Mach Punch, Sonic Punch, Sonic Kick, Wave Rebound and Double Rebound

Signature

Beginning at 11th level, you have grown beyond the constraints of your former self. At this level, you are able to work with your DM to create one level appropriate Renewal Taekwondo attack. You can force advantage on one attack with this move once per long rest.

Better, Stronger

Starting at 17th level, your body has excelled past the level of your old one. When you use Limiter Removal, you only take 2d8 points of damage and suffer only no level of exhaustion. When you reach level 20 you now only take 1 level of exhaustion and 4d10

Path of the Tiger[edit]

"It seems the tiger, has raised another tiger." - Mujin Park to Mori Jin

Following in the footsteps of the Tiger - A martial artist who's strength rivalled the gods. Combined with the teachings of the divine doctor who rivalled the Tiger in early life, you have chosen to focus and develop more on your martial arts and genuine power as opposed to the mystical ones you once had.

Blood Vessel Bongchim

At 3rd level, using 3 Will Points you can pierce the blood vessels in a part of the enemy's body in order to limit their bodily function. When targeting a large creature or smaller with an unarmed strike until the start of your next turn they can still take their action, bonus action and reaction like normal but they have to do it without the place you targted, e.g hit someone's leg and they are prone, hit a bear's arm to make lose one extra attack.

No Pain

At 6th level By hitting a pressure point in the heart, the user is able to remove the limiters that are placed on their body that causes pain. The user gains a number of temporary hit points equal to 25% max hp rounded down. Additionally, any effects caused by exhaustion are nullified for the duration and the user regains 5 will points. This effect lasts for two hours, upon after which the user suffers one point of exhaustion, as well as doubling any already accumulated points of exhaustion they may have. Upon ending, the user also loses a number of Will Points equal to half their maximum to a minimum of 0.

Recoiless Taekwondo

Starting at 11th level, you have now come to master Renewal Taekwondo. You move fluidly, with no unnecessary movements. The user can choose to use a 'Recoilless' attack at the cost of 5 Will points for an unarmed strike. A Recoilless attack hits all enemies within 20ft of the user. Any enemies caught in the area of effect must make a dexterity save to a DC against the user's Will Points save DC. On a success, they take half damage and full damage on a failure. A Recoilless attack can be used in place of any unarmed strike, Recoilless attacks do not require an attack roll as they are classified as area-of-effect attacks.

Instant Death Bongchim

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 10 will points to start these imperceptible vibrations, which last for a number of days equal to your Monkey King level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action

Renewal Taekwondo Techniques[edit]

Arang
  • 1 Will Point

An elbow or heavy punch attack that sends a sharp shockwave through the target, dealing the users unarmed strike damage die + Dexterity modifier + an additional 1d4.

Baek Rok
  • 2 Will Points

A heavy rotational kick striking upwards from the ground, aimed at the enemies' mid-section or head. The enemy must make a dexterity saving throw against the users Will Points save DC. On a failure, the enemy creature is sent flying 10ft in a direction of the users choosing as well as taking the standard damage from an unarmed strike rolled. If a creature is of the size large, they are only moved 5ft. Additionally, if they are of sizes Huge or above, then they are not moved.

Baekdu
  • 2 Will Points

The user performs a knee-strike on the enemies' mid-section. The enemy rolls an unarmed strike against the target dealing an additional die of damage.

Gor Yo
  • 2 Will Points

The user delivers two kicks, flowing one from the enemies midsection before crossing up to the head. Roll a standard unarmed strike, if the hit is successful your next unarmed strike that turn has advantage. This second unarmed strike cannot have another technique applied to it.

Ground Drawer
  • 2 Will Point

The user sends up a cloud of dust in front of them, striking an enemy with the momentum. The user makes an unarmed strike against a target, the next attack against them has disadvantage regardless of whether or not the attack hits. This technique once per short rest.

Axe
  • 2 Will Points

A sharp jump kick that comes down fast, sending a shockwave 20 feet in the direction that you fired this attack from. All creatures in line must make a Dexterity saving throw or take 1d10 points of Slashing damage on a failed save or half as much on a successful one.

Hoe Grab
  • 3 Will Points

You swing your legs to wrap around a target in an attempt to restrain them. You may make an acrobatics check in place of athletics if you wish to for the grapple. The user can attempt to escape on their turn. Grappled targets must be of size large or smaller.

Soksa
  • 4 Will Points

You deliver a knee attack to the target's head. Roll an unarmed strike attack, on a hit the target must make a constitution saving throw against your Will Points save DC. On a failure, the target is stunned for one round. The target takes the appropriate damage regardless of the save outcome. You can only pick this technique after level 3

Nigawa Kick
  • 3 Will Points

You make a jump kick against your opponent, leaping from the opponents face post-jump to leap backwards. You can then move up to half your movement directly backwards as a back flip, passing over any difficult or dangerous terrain and avoiding any opportunity attacks.

Lowest Hwechook
  • 3 Will Points

You drop low to the ground and make a sweeping attack at the targets heel. The user makes a regular unarmed strike against the target. If the attack hits, the target must make a dexterity saving throw in contest to your Will Points DC or be knocked prone. This attack works on creatures of all sizes.

Wild Hwechook
  • 4 Will Points

You make a single kick attack. All creatures in a 20 foot cone must make a Dexterity saving throw. On a failed save, they take 3d6 Bludgeoning damage, or half as much on a successful one.

3rd Stance Hwechook
  • 8 Will Points

You make three unarmed strike attacks against one target, hitting their head, chest, and neck if applicable. They then must make a Constitution saving throw. On a failed save, they are stunned until the end of your turn. You cannot use this technique again until the end of a short or long rest. This can only be chosen after level 5

Tempered Hwechook
  • 4 Will Points

When you hit a creature with a melee attack you can use this technique to deal 2d8 Slashing damage, this does not take your other attack .

Dragon Catcher
  • 8 Will Points

Jumps up into high air while holding the victim's neck with Hoe Grab while spinning in high speed. The victim is then thrown into the ground with their head going downwards. Hoisting yourself and another creature of size large or smaller 30ft into the air, the target must make an athletics check in contest to the users own acrobatics or athletics or be knocked prone. the target takes the fall damage appropriate for the height if they don't have a fly speed.

Dragon Sign Hwechook
  • 5 Will Points

Dragon Sign Hwechook is a technique that gathers its power from firmly burying one's foot into the ground and sending the resulting force up to the knee, pelvis, waist and then to the tip of the foot which executes the Hwechook. It manifests itself as wind that surrounds the user's leg that is used for the technique. On a hit the user takes the typical unarmed strike damage, as a whirlwind builds up around the target within a 20ft sphere. Any hostile creature within the whirlwind takes 2d4 Slashing damage for every 5ft they attempt to move within the whirlwind's range. Additionally, the original target must make a strength saving throw against the users Will Points DC or be knocked prone. The whirlwind lasts until the start of the users next turn before dispersing.

Kick of Blue Dragon
  • 6 Will Points

The technique unleashes a dragon-like wind that can be controlled by the user at will and released in form of a kick. The user sends a projectile attack of pure blue, tangible force energy towards a target. On a hit, the target takes the damage of the original unarmed strike. Additionally, that creature and all hostile creatures within a 10ft cone of the target from must make a dexterity saving throw to a DC against the users Will Points save DC. On a failure, the creatures take an additional 2d10 Force damage. On a success, the creatures affected take half as much. The range of this attack is equal to 60/120ft.

Blue Dragon Twin Kick
  • 10 Will Points

At first the technique works by kicking twice at different directions in a circular pattern, essentially unleashing Blue Dragon's Kick twice in a row, lifting the opponent into the air from the two dragons' vicious winds. Similarly to the Kick of Blue Dragon technique,the target takes the damage of the original unarmed strike. The user fires two dragons out the spiral towards a particular target. That target must make a dexterity saving throw or take 4d10 Force damage on a failure and half as much on a success. If the target is airborne, the damage is doubled. The range of this attack is equal to 60/120ft.

Railgun
  • 5 Will Points and Path of Armory

The user throws their Yeoui in the air, striking it with the top-side of their foot to send it hurtling through the air at great speeds. First creature in a 60ft line must make a dexterity saving throw to a DC against the users Will Points save DC. On a failure, they take 2d10 + the users unarmed strike damage in Piercing damage, and half as much on a failure.

Sonic Punch
  • 3 Will Points and Tiger Path

The user launches a highspeed fist strike towards an enemy. This attack hits automatically, and rolls the standard damage for an unarmed strike.

Sonic Kick
  • 3 Will Points and Tiger Path

The user launches a highspeed kick strike towards an enemy. This attack hits automatically, and rolls the standard damage for an unarmed strike.

Path of Rebirth Techniques[edit]

Thunderous Clap
  • 1 Will Point

As a bonus action, you can release a loud clap from your hands, ringing in the ears of all creatures within 20 feet of you. All creatures that hear the sound take 1d6 Thunder damage, the creatures that gets hit ahs to make a contistution savging throw. If they pass the users Will Points save DC they only take the damage, if they fail they are Deafened until the end of their turn.

Bo Bup
  • 2 Will Points

As a bonus action, you can teleport up to 30 feet in any direction. You cannot move through walls and your movement with this technique must go around them as regular. This ability does not trigger opportunity attacks, but you can only use it once per short rest.

Wave Rebound
  • 3 Will Points

When you are hit by a weapon attack or damaging spell, you can use this technique as a reaction. You can reflect half the damage that you took onto the creature that made the attack. When hit by a damaging spell, you can reflect half the damage back, costing an additional Will Point for every spell level above 1st.

Ice Kick
  • 3 Will Points

You make an attack against a target, the impact releasing an explosion of ice upon the space where you hit them. This attack does your unarmed damage and 2d4 Cold damage. This attack does an additional d4 of Cold damage for every extra Will Point used on it to a maximum of 10d4.

Double Rebound
  • 4 Will Points

When an attack is made against you, you can ready this attack. Once per short rest, as a reaction, you can make up to 2 Unarmed Strike attacks on a target that misses an attack against you or if their attack roll is equal to your AC.

Air Pressure
  • 5 Will Points

Air Pressure is a Renewal Taekwondo technique that uses a clap to generate reverberating air waves in order to disorient or knock out the opponents present. All creatures within a 10ft sphere of the user must make a constitution saving throw against the users Will Points save DC or be stunned until the end of their next turn.

Lightning Dragon's Kick
  • 7 Will Points

You make a single sweeping kick attack against the target(s). All creatures in a 30 foot line in the direction that you used this technique from must make a Dexterity saving throw or take 3d10 Lightning damage, or half as much on a successful one.

Multiclassing[edit]

This class cannot be Multiclassed into.


{{5e Classes Breadcrumb}} {{Copyright Disclaimer|owner=Yongje Park|franchise=God of Highschool}} [[Category:DnD]] [[Category:5e]] [[Category:User]] [[Category:Class]]

Shadow Monarch[edit]

A man steps out of a gloomy alley, seeming to appear out of nowhere. He sets his sights on a high elf walking through a crowded market place. Following the elf silently, the man draws a dagger that was concealed in his sleeve. For a brief second, the mans's eyes turn black. Then, shadows begin to creep slowly over his blade, turning it as dark as his eyes. He takes aim, and hurls the dagger in the direction of the elf. The weapon speeds toward the elf, somehow slipping in between the people that fill the street, never even grazing a single one of them. The moment before it can strike the elf, she turns down a side street, out of the dagger's path. But just at the last moment, the dagger curves impossibly, following the elf down the side street and embedding itself in her heart. An instant later, and the weapon appears in the man's hand. He turns, and walks away as if nothing has happened, disappearing once again into the shadows of the alley.

A woman walks alone through a darkened forest, moving effortlessly through the thick undergrowth. Suddenly a twig snaps. She stops, and stares hard into the darkness. All around her, pairs of glowing eyes begin to appear, and the once-quiet forest is filled with the sound of low, menacing growls as the pack of wolves closes in. Seemingly unafraid, the woman calmly raises her arms, and her shadow, somehow still present despite the lack of light, begins to writhe, blacker than the night itself. Out of it rises a figure, then another, then another. Clad in armor of darkness, the slits in their armor glow blue. The woman waves her hand, and the figures advance towards the wolves, drawing long spears of shadow out of the air. The figures set about their work, and the night is filled with the screams and agonized howls of their victims.

Shadow Monarchs are individuals who are capable of calling upon and controlling the ancient powers of darkness. They use this power as a source of magic, with which they can cast spells, cloak themselves in shadow to hide, or to attack unseen. Shadow Monarchs can even use their powers to raise and control the dead themselves.


Creating a Shadow Monarch[edit]

Like sorcerers, Shadow Monarchs are born with their power; born with shadow and darkness within their hearts. However, most Shadow Monarchs are unable to access their power at first, usually requiring an awakening based on some strong emotion or other method. When making a Shadow Monarch, ask yourself what happened to your character to cause them to awaken their power. Also ask yourself what going through that experience has done to them mentally and emotionally. Has it left them scarred and twisted, causing them to use their abilities to make others suffer what they have suffered? Will they use their power for good, so no one else has to feel what they have? Or maybe they will simply use it for their own gain.

Class Features

As a Shadow Monarch you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Rapiers
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Arcana, Deception, Insight, Investigation, Intimidation, Medicine, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) A quarterstaff or (b) A rapier
  • (a) A shortbow and 20 arrows or (b) A light crossbow and 20 bolts
  • Leather armor
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • An alchemy kit

Table: The Shadow Monarch

Level Proficiency
Bonus
Features Army Size Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Ruler's Reach
2nd +2 Shadow Extraction, Spellcating 1 3 2 2
3rd +2 Dark Amorphous Shadow Revitalization 1 1/2 3 3 3
4th +2 Ability Score Improvement 2 3 3 3
5th +3 Ruler's Reach Improvement 2 1/2 3 4 4 2
6th +3 Shadow Improvement 1 3 3 4 4 2
7th +3 Evasion 3 1/2 4 5 4 3
8th +3 Ability Score Improvement 4 4 5 4 3
9th +4 4 1/2 4 6 4 3 2
10th +4 Dark Refuge 5 4 6 4 3 2
11th +4 Shadow Exchange 5 1/2 5 7 4 3 3
12th +4 Ability Score Improvement 6 5 7 4 3 3
13th +5 6 1/2 5 8 4 3 3 1
14th +5 Shadow Traversal 7 5 8 4 3 3 1
15th +5 Shadow Improvement 2 7 1/2 6 9 4 3 3 2
16th +5 Ability Score Improvement 8 6 9 4 3 3 2
17th +6 8 1/2 6 10 4 3 3 3 1
18th +6 Shadow Shape 9 6 10 4 3 3 3 1
19th +6 Ability Score Improvement 9 1/2 7 11 4 3 3 3 2
20th +6 Shadow Sacrifice 10 7 11 4 3 3 3 2

Ruler's Reach[edit]

At first level, you can manifest your power to create a shadow hand or fist extending from inside a creature's shadow. Using your Wisdom modifier instead of Strength for both attack roll and damage, you can use your Attack action to strike a foe, provided the creature is in darkness or you can see its shadow, and your attack is within the reach of the creature's shadow per the table below. When striking a creature that occupies a space in dim light or darkness the damage is increased. The damage and range of this attack increases as you gain levels in this class and is listed below. The Damage Type is Necrotic and you use your spellcasting ability as your attack and damage modifier.

Shadow Hand
Level Range Carry Weight Normal light Dim Light Darkness
1st 5 feet None 1d4 1d6 1d8
5th 10 feet 10 lbs 1d6 1d8 1d10
9th 15 feet 20 lbs 1d6 1d8 1d12
13th 20 feet 30 lbs 1d8 2d4 2d6
17th 25 feet 40 lbs 1d10 2d6 2d8
20th 30 feet 50 lbs 2d6 2d8 2d10

At 5th level you can create 2 hands, attacking twice on one creature or 1 each on 2 creatures in range when taking an Attack action with the Ruler's Reach feature.

Shadow Extraction[edit]

Starting at 2nd level, you can Extract the shadowy essence of fallen creatures and keep them as soldiers to fight under your control. As an action, you can attempt to extract the shadow of a creature within 5 feet of you that has been dead for no longer than 1 minute, and that is not a construct or undead. You must make a Wisdom check. The DC for the check this check equals 13 + CR of the creature, if the creature's CR is 1/2 of your level or higher you need to beat a 22 extract the soul. and you can only have 1 creature at a time. You have three attempts to succeed on this check. After three failures, you can no longer extract the creature's shadow. On a success, the creature's shadow separates and manifests as a Shadow Soldier, who's rank is determined below by its previous challenge rating/level (cannot exceed maximum manifested Army Size CR, so store your Shadow Soldiers before attempting to extract a new shadow or it might fail and count against your attempts):

  • CR or level of 2 or lower: Rank 1 (New CR: 1/2)
  • CR or level of 3-6: Rank 2 (New CR: 2)
  • CR or level of 7-10: Rank 3 (New CR: 3)
  • CR or level of 11 or higher: Rank 4 (New CR: 5)

Links to the Shadow Soldier stat blocks are provided at the end of the class.

Your shadow Soldiers are immune to being charmed or otherwise manipulated to attack you or an ally you have not told them to attack. Any impossible level of manipulation attempting to cause this will instead cause the Shadow Soldier to instantly reach 0 hit points and die forever. The shadows can be affected by magical sleep and other similar effects.

You can issue orders by yelling to your Shadow Soldiers as long as they are within hearing distance of you, and they follow all of your commands unquestioningly. If given no commands, they will simply defend themselves and await your next orders. In combat your Shadow Soldiers will act on their own initiative.

As an action, you can choose to store or manifest any number of controlled Shadow Soldiers within 60 feet of your personal shadow. Stored shadows will remain in your shadow until you use an action to summon them again. When you do, they appear in unoccupied spaces you can see within 60 feet of you. If one of your manifested Shadow Soldiers is ever reduced to 0 hit points, it dies and the soul is lost. If you take a long rest while having 1 or more soldier in your shadow they do NOT get HP back.


Spellcasting[edit]

When you reach 2nd level, you gain the ability to use the power of the shadow stored within you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

Spell Slots

The Shadow Monarch table shows how many spell slots you have of 1st level or higher. To cast one of these spells, you must expend a spell slot of that spell's level or higher. You regain all expended spell slots after you finish a long rest.

Spells Known of 1st Level and Higher

You know two spells of your choice from the Shadow Monarch spell list, which is detailed at the end of the class.

The Spells Known column of the Shadow Monarch table shows when you may learn Shadow Monarch spells of your choice. Each of these spell must be of a level for which you have spell slots. For instance, when you reach 5th 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 Monarch spells you know and replace it with another spell from the Shadow Monarch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Shadow Monarch spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Shadow Monarch spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Dark Amorphous[edit]

At 3rd level, you can blend in with the shadows and become somewhat incorporeal. While in a shadow, dim light or darkness, your speed increases by 10 feet.

Shadow Revitalization[edit]

Beginning at 3rd level, you can expend your own magical energy to heal your Shadow Soldiers. As an action, you can choose a Shadow Soldier you can see within 60 feet of you, then expend a spell slot of 1st level or higher. That Shadow Soldier regains a number of hit points equal to 3 times the spell's 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. Using variant rules you can instead take a feat. As normal, you can't increase an ability score above 20 using this feature.

Ruler's Reach Improvement[edit]

Upon reaching 5th level you have gained the ability to manifest a second hand, attacking twice on one creature or 1 each on 2 creatures in range when taking an Attack action with the Ruler's Reach feature. Additionally you have learned to use your shadow hands in a more consistently solid form, and can thus carry or otherwise manipulate items or creatures (similar to the Mage Hand cantrip). The range and carry weight are as listed in the Ruler's Reach table and are applied for each hand separately. When using your reach the hands are visible as a semi-solid mass of shadow that, in dim or normal light, appear as if extending from the ground or other nearby solid surface. When using your reach to carry or manipulate items or creatures you cannot simultaneously use the same hand or hands as your attack action.

Shadow Improvement 1[edit]

As your power grows, so does that of your Shadow Soldiers. At 5th level, will forever have 1 of theese buffs, choose 1 and every soilder gets it:

  • They gain a + 1 bonus to AC
  • They gain a + 1 bonus to attack and damage rolls they make.
  • You may now equip your Shadow Soldiers Rank 2 and above with weapons and armor that can follow them into your shadow when you store the soldier. Doing this will permanently turn this item into shadow and it cannot be retrieved except by divine intervention or the wish spell.
  • While in shadows, dim light or darkness, their speed increases by 10 feet.

More soilders[edit]

Beginning at 7th level, You can get 1 more soilder but you can still only have 1 in your shadow when you walk around.

Dark Refuge[edit]

At 10th level, you can cloak yourself in darkness, by spending 1 1st level spell slot, you seeming to fuse with the shadow that surrounds you. As long as you are in shadows, dim light or darkness, you can use and action to become invisible. You remain invisible this way until you attack or cast a spell, or until you move more than 5 feet in a single turn or enter an area that is not in dim light or darkness.

Shadow Exchange[edit]

Beginning at 11th level, as an action, or as a reaction in response to being hit by a weapon attack, you can instantly exchange positions with one of your summoned Shadow Soldiers. To do so, the Shadow Soldier must be within 1 mile of you, and must be on the same plane of existence as you. If you use this ability as a reaction in response to being hit by a weapon attack, that attack instead hits the Shadow Soldier that took your place. Once used, this feature can't be used again until you finish a long rest.

Shadow Traversal[edit]

Starting at 14th level.

By spending a 4th level spell slot. You gain the ability to fade out of existence. You can use an action to become a truly incorporeal shadow, during which time you can't be sensed by normal means. When you pass through solid objects and creatures treat them as if they were difficult terrain. Creatures under the effect true seeing can still perceive you. This effect ends after 10 minutes or immediately upon taking any form of damage. If you are inside any solid object when turning solid again you and any relevant creature will take 3d10 true damage with no applicable resistances and you shift your position to a random open position within 5 feet(or the nearest open area if nothing is open within 5 feet). You may use this feature once times per long rest.

Shadow Improvement 2[edit]

Starting at 15th level your Shadow Soldiers have now reached their full potential. Again choose 1 buff for all your shadows:
  • Their hit point maximums are increased by 10.
  • They gain an additional +1 to AC (total +2).
  • They gain an additional + 1 to attack and damage rolls they make (total +2).
  • Their weapon attacks count as magical for the purpose of overcoming resistances and immunities.

Shadow Shape[edit]

At 18th level, your body is now sustained by shadow. Parts of your figure seem to flicker with darkness when you move, and wispy tendrils of shade curl from your form. You gain the following benefits:

  • You no longer need to eat, sleep, or drink.
  • You stop aging and are immune to being aged magically.
  • You have resistance to necrotic and poison damage, as well as having advantage to negate the poisoned condition.

Shadow Sacrifice[edit]

When you reach 20th level, you can sacrifice your own Shadow Soldiers to preserve your life. If you are ever reduced to 0 hit points, you can choose to sacrifice all of your Shadow Soldiers (no action required). If you choose to sacrifice it this way, it ceases to exist and cannot be summoned again. Then, you regain a 1 HP, the Shadow Soldier must be within 1 mile of you, and must be on the same plane of existence as you. Once used, this feature can't be used again until you finish a long rest.

Shadow Monarch Spell List[edit]

Cantrips

Blade Ward, Vicious Mockery, Guidance, Shillelagh, Chill Touch, Eldritch Blast

1st Level

Detect Magic, Expeditious Retreat, Fog Cloud, Grease, Jump, Magic Missile, Which Bolt

2nd Level

Blindness/Deafness, Darkness, Darkvision, Gust of Wind, Knock, Locate Object, Misty Step, Ray of Enfeeblement, Rope Trick, Shadow Blade, Spider Climb

3rd Level

Dispel Magic, Fear, Life Transference, Nondetection, Slow,

4th Level

Blight, Evard's Black Tentacles, Hallucinatory Terrain, Locate Creature, Shadow of Moil

5th Level

Dance Macabre, Enervation, Far Step, Geas, Negative Energy Flood, Seeming.

Shadow Soldier Stat Blocks[edit]

https://www.dandwiki.com/wiki/Shadow_Soldier_rank_1

https://www.dandwiki.com/wiki/Shadow_Soldier_rank_2

https://www.dandwiki.com/wiki/Shadow_Soldier_rank_3

https://www.dandwiki.com/wiki/Shadow_Soldier_rank_4

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shadow Monarch Class class, you must meet these prerequisites: 13 Wisdom and 13 Intelligence.

Proficiencies. When you multiclass into a Shadow Monarch, you gain the following proficiencies: Light armor, Simple weapons, Shortswords, Rapiers

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