Way of the Shadow Claws (5e Subclass)
Way of the Shadow Claws[edit]
Monastic Tradition
Shadow claws can draw the power from the Shadowfell, corrupting their own bodies with this profane power in order to increase their power. They learn how to use a martial technique that consists in attacking with powerful shadow-imbued claws. They have a mix of supernatural and physical abilities, themed around the darkness. They deal quite a bit of damage with just their melee attacks, but can heal through forcing a dark ultimatum upon the victims of their claws and through life stealing effects.
Shadow claws are underhanded and sneaky masters of the darkness and of unarmed combat. Their souls have been twisted and tainted by their years of self destruction and distortion, and they seek to bring the same darkness to all around, even their enemies, when they least expect it.
- Clawed Hands
At 3rd level, your contact with the profane shadows forever change and deform your body, and your hands are morphed into horrid blackish claws. Your claws are considered simple magic weapons, that cause 1d6 slashing damage on a hit.
These unnatural claws are unsettling to those who look at them. When you make an Charisma (Intimidation) check contested by a creature not natural from the Shadowfell that is able to see the claws, if you roll a 9 or lower on the check, you can choose an 10 instead.
- Lacerating Strike
Starting at 3rd level, you can leave deep slashing wounds on your targets. When you hit a creature with your claws, you can spend 1 ki point as a reaction to cause additional 2d6 slashing damage, and you can immediately attempt to grapple that creature.
If you succeed on your grapple attempt, the creature is also knocked prone.
- Shadowrend
Starting at 3rd level, once per turn when you hit a creature with your Clawed Hands, you can spend 1 ki point to infect the wound with corrupted shadows. The creature takes 1 point of necrotic damage when you do so, plus 1 additional necrotic damage at the end of each of its turns, for 1 minute. This ignores necrotic Resistance and Immunity
Once per turn, when you hit the wounded target with this attack, you regain 1 hit point. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check against your ki save DC. The wound also closes if the target receives magical healing.
Finally, the creature can choose to end the bleeding at the start of its turn. If it does so, your shadows steal part of that creature's vitality, and the creature loses 1 hit die, while you regain 1. If you are at your maximum amount of hit die, you regain 1 ki point instead.
- Shadow Surge
At 6th level, you can use the wounds you create to enhance your own powers, while terrifying your enemies. When you use Shadowrend on a creature, that creature is frightened by you until the end of your next turn.
In addition, whenever you use your Lacerating Strike, you can cause darkness to exude from your body, as if you have cast Darkness, centered on yourself. You can see trough the darkness you create. This darkness lasts until the end of your next turn.
- Claws of Darkness
At 11th level, you reach full mastery over your deformed claws. At 11th level, whenever you use your Flurry of Blows, you can replace one of the attacks to use your Lacerating Strike, without spending additional ki.
In addition, when you hit a creature under the effects of Shadowrend when you have 0 ki points, you regain 1 ki.
- Shadow Strike
When you reach the 17th level, you can manifest the true power of shadows, by unleashing a shadow strike. When you hit a creature with an unarmed strike, you can spend 5 ki points as a bonus action, to use one of the following shadow strikes described below. Alternatively, you can instead pay a price by consuming your own vitality, by spending 5 hit dice to use this feature instead.
- Manifested Fear. When you hit a creature with an unarmed strike, you can cause shadows to raise around you, unleashing the deepest fear of your target. The target takes additional 5d10 psychic damage and must succeed on a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the effect, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the effect ends. Otherwise this effect lasts for 1 minute.
- Painful Strike. You use the shadows to empower your arms and claws, unleashing a devastating strike that leaves painful wounds behind. The target must succeed on a Constitution saving throw. On a failed save, the target have disadvantage on Constitution checks and saves for the next minute, and whenever it takes damage, the creature is stunned until the end of its next turn. At the end of each turn, the target must succeed on a Constitution saving throw, ending the effect on a success. Otherwise this effect lasts for 1 minute.
- Shadow Cleave. Your claws create a wave of energy that slashes into, and then passes through your target. The target takes additional 5d10 necrotic damage, and all creatures in a 30-foot cone from it must succeed on a Constitution saving throw, or take 4d10 necrotic damage plus 2d10 slashing damage on a failure, or half as much on a success.
- Shadow Push. The target takes additional 5d10 necrotic damage and must succeed on a Strength saving throw. On a failed save it takes additional 4d10 bludgeoning damage and is pushed up to 30 feet back, or half damage and is not pushed on a success.
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