Way of the Shadowhunter (5e Subclass)
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Way Of The Shadowhunter[edit]
Monk Subclass
Shadowhunter's are trained in the ways of hunting fiends, fey, and lycanthropes; otherwise known as downworlders. They utilize marks, runes that are placed on the skin like a tattoo, to strengthen themselves and stand up against the threats of the world. As the name implies, a Shadowhunter prefers to hunt their targets under the darkness of the night
- The Sight
At 3rd level, this ability grants you the ability to pierce through the veil of illusions created by the glamour. As an action, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. This lasts until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier. When you finish a long rest, you regain all expended uses.
- Angelic Runes
At 3rd level, you learn how to derive power from the angelic runes.
Permanent Runes (Marks). Permanent runes are marked on the player's body, and either passively give them its benefits, or do so after being activated (which can be done at will). You have a single permanent rune, the Clairvoyance Rune gaining an additional one at 6th, 11th and 17th levels.
When you gain a new rune, you can replace a rune you know for a new one.
Steles and Inscription Runes. Runes from the Inscription type require the use of steeles. The steles are magical tools, that can be used to draw runes. You must be wielding a steele (or a calligrapher's supplies) to use a Inscription Rune. Inscription runes require the use of ki.
You must be within 5 feet of the surface you intent to inscribe the rune. If a rune requires a saving throw, it uses your Ki save DC. You know two inscription runes, learning two more at 6th, 11th and 17th level.
- Seraph Blade
Finally at 3rd level, you are gifted with the primary weapon of shadowhunters, the seraph blade. While not active, the sword appears to be nothing more than a metal tube. You can spend 1 ki point using a bonus action to activate the blade, causing the blade to spring life for 1 minute (you can end it earlier using a bonus action), glowing with a bright light of 10 feet, plus dim light for another 10 feet around the weapon.
When activated, the blade take the form of one of the following weapons: dagger, shortsword, longsword, rapier or scimitar. This weapon is a monk weapon for you. When you hit a fiend with this sword, the weapon is considered magical and you cause additional radiant damage with it equal to a roll of your martial arts die.
If you ever lose the seraph blade or have it destroyed, you can summon another when you finish a long rest.
- Expert Training
At 6th level, when you use one of the following skills: Acrobatics, Athletics, Deception, Perception, Persuasion, Stealth, Survival, you can spend 1 ki point using a bonus action to add your martial arts die to the roll.
When you do so, you can add your Wisdom modifier (if higher) in place of the ability modifier normally used on that check.
- Monomachia
At 11th level, you have a superior training in the combat arts of the shadowhunters, the monomachia. You can use grapple and shove, instead of your unarmed strike granted by your martial arts or flurry of blows feature.
In addition, when you use flurry of blows, you can make one unarmed strike against each creature of your choice within 5 feet of you as part of the bonus action.
- Angelical Name
At 17th level, you discover your seraph blade name. When the blade is active as a bonus action, or as part of the same bonus action used to activate the blade, you can call the blade name, empowering it for 1 minute. When you do so, the light emitted by the blade increases to a 20-foot radius of bright and dim light; also, for the next minute, you add your Wisdom modifier to the attacks and damage rolls with the blade.
For the duration, the blade is also considered magical, for the purposes of overcoming resistances and immunities to damage.
Once you call the blade's name, you can't do it again until you finish a short or a long rest.
Angelic Runes[edit]
Permanent Runes (Marks)[edit]
- Accuracy Rune (Permanent Rune)
You gain proficiency with all ranged weapons, and you ignore the disadvantage granted for making ranged attacks at your weapon's long range.
- Action Rune (Permanent Rune)
This runes allows you to take quicker decisions. When you roll initiative, you add your Wisdom modifier to the roll.
- Awareness Rune (Permanent Rune)
It enhances awareness of surroundings, allowing you to add your proficiency bonus to your Wisdom (Perception) checks. If you are already proficient, you add the proficiency bonus twice.
It can also be used to dissipate the grogginess of waking up, in case of emergency awakenings. You can no longer be surprised, and if you are sleeping, you instantly wake up if a hostile creature moves within 10 feet.
- Calm Anger Rune (Permanent Rune)
prerequisite: 6th level
You can use your emotional turmoil to power up fighting skills, channeling emotional energy into combat while not losing your head. You can use the barbarian's rage once, as a 1st-level barbarian, being unable to do so again until you finish a long rest.
- Clairvoyance Rune (Permanent Rune)
This rune serves to enhance and focus the Sight, giving the wearer extrasensory perception. When you use The Sight, it lasts for 1 minute, and also give you the benefits of detect magic for the duration.
- Clarity Rune (Permanent Rune)
prerequisite: 6th level
While you are charmed or frightened, you can use an action to activate this rune, ending the effect.
- Communication Rune (Permanent Rune)
You can add your Wisdom modifier to your Charisma (Persuasion) and (Deception) checks.
- Dexteritas Rune (Permanent Rune)
prerequisite: 17th level
Your Dexterity increases in 2, to a maximum of 22.
- Endurance Rune (Permanent Rune)
You have advantage on Constitution saving throws to avoid exhaustion from traveling at forced march and not drinking enough water, to resist the effects of extreme cold or heat and to recuperate from injury, disease or poison after three days of downtime.
In addition, you add your proficiency bonus to the amount of minutes you can hold your breath, the amount of rounds you take to start choking and the number of days you can go without food.
- Equilibrium Rune (Permanent Rune)
Whenever you would be knocked prone, you can use a reaction to avoid being knocked prone.
In addition, you gain advantage on Dexterity checks made to keep your balance.
- Eidetic Memory (Permanent Rune)
It allows the wearer to recall specific memories in great visual details, as if watching a movie. As an action, you can choose one past even in which you have been present. On a success, you accurately recall anything seen, heard or sensed on that event.
Alternatively, you temporarily gain proficiency with a weapon, skill or toll you have seen some creature using, or learn temporarily a cantrip. You lose this benefit after 1 minute.
The save DC to recall the event equals 10. It increases by 5 whenever you use this feature again. On a failure, you can't use it again until you finish a long rest.
- Fearless Rune (Permanent Rune)
prerequisite: 6th level
You become immune to the frightened condition.
- Flexibility Rune (Permanent Rune)
The wearer have greater range of motions on its joints. You can easily fit and move through a space meant for a creature of small size. In addition, you have Advantage on Dexterity checks and saves to avoid or escape the grappled or restrained conditions.
- Fortitude Rune (Permanent Rune)
prerequisite: 11th level
It provides you with unshakable resolve, will, inner strength; You gain proficiency with Constitution and Wisdom saving throws.
- Fortune Rune (Permanent Rune)
prerequisite: 6th level
When you fail a saving throw, ability check or saving throw, you can reroll the d20, choosing the new result.
Once you use fortune rune, you can't do it again until you finish a short or long rest.
- Guidance Rune (Permanent Rune)
This rune decreases your odds of being lost. You have advantage on Wisdom (Survival) checks, and you can no longer become lost except for magical means.
In addition, you always know what side is north.
- Good Luck Rune (Permanent Rune)
When you roll a 1 on the d20, you can reroll the die, choosing the new result.
- Hearing Rune (Permanent Rune)
prerequisite: 6th level
You can use a bonus action to sharpen your hearing. You have advantage on your Wisdom (Perception) checks based on hearing. You also gain blindsight up to a range of 30 feet as long as you are not deafened.
Once you use this rune, you must wait a short or a long rest to do so again safely. You can do again earlier, but you take 1d6 thunder damage for each turn you start with this rune active after the first use between rests.
- Heat Vision Rune (Permanent Rune)
You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light, in addition to being able to see through objects in this range. You can see different colors, the hotter the object the more on the warm spectrum of the color wheel it will be.
To detect fiends, the range increases to 60 feet.
- Heightened Speed Rune (Permanent Rune)
This rune enables you to take the Dash action using a bonus action. When Dash, your movement ignores difficult terrain.
- Insight Rune (Permanent Rune)
prerequisite: 6th level
When you make an Intelligence (Arcana), (History), (Nature) or (Religion) or Wisdom (Insight) that already adds your proficiency bonus, you double that bonus (not cumulative with other effects that double that bonus).
You also gain this benefits when making a thieve's tools checks that add your proficiency bonus.
- Mendelin Rune (Permanent)
prerequisite: 6th level
This rune strengthens your vigor, granting you proficiency in all Constitution checks, and advantage on checks and saves to avoid exhaustion.
In addition, you can use an Action to become invisible against humanoids for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn. At 17th level, you also become invisible to fiends.
- Mental Excellence Rune (Permanent Rune)
This rune enhance your learning abilities. You learn one skill, tool or language of your choice. Whenever you finish a short or long rest, you can replace it by another skill, tool or language. You must have spent the rest with someone who know the proficiency you are trying to learn.
In addition, during downtime, the time and gold spent to learn how to use a tool or learn a new language are halved.
- Mnemosyne Rune (Permanent Rune)
This rune improves the memory of shadowhunters. You can accurately recall anything you have seen or heard within the past month.
You also have advantage on all Intelligence checks made to recall information you already know.
- Nourishment Rune (Permanent Rune)
You double the time you can go without food before starting to starve. In addition, you need only half the daily portions of food to avoid starvation.
- Persevere (Permanent Rune)
prerequisite: 6th level
This rune keeps you the will to keep going. When you fail a Constitution or Wisdom saving throw, you can use this rune to reroll the save, potentially turning the failure on a success, and you can't use this trait again until you finish a short or long rest. In addition, if you are reduced to 0 hit point, you are not knocked unconscious, but you still die after reaching three failures on your Death Saving Throws.
- Persuade (Permanent Rune)
prerequisite: 6th level
The rune gives you the ability to appear more convincing. This give you Advantage on your Charisma (Persuasion) and (Deception) checks.
Inscription Runes[edit]
- Abundance Rune (Inscription Rune)
As an action, you can spend 2 ki points to activate this rune by inscribing it on a creature or object. When you do so, you create an illusory copy of that creature in an unoccupied space within 5 feet of it. The copy has the properties of a silent image spell, but not requiring concentration. The illusion can't be moved, and it lasts for 10 minutes.
- Acceleration Rune (Permanent Rune)
The acceleration rune increases your movement speed. You can spend 2 ki points to activate it as an Action, which increases your movement speed by 10 feet, for the next hour.
- Agony Rune (Inscription Rune)
Agony rune is a illegal rune used for torture, and makes the victim recall their most traumatic memory. As an action, you can spend 2 ki points to place the agony rune on a restrained or similarly helpless creature. The creature must succeed on a Wisdom or Constitution saving throw (his choice). On a failed save Wisdom save, the target must truthfully answer a single question. On a failed Constitution save, the target also takes psychic damage equal to three rolls of your martial arts die.
The rune vanishes after 1 minute, or after the target answer the question. Creatures with an Intelligence score of 3 or lower are immune to this rune.
- Allied To Rune (Inscription Rune)
prerequisite: 6th level
You can spend 3 ki points to mark up to four creatures with this rune using an Action, and the rune lasts for 10 minutes. For the duration, whenever a marked creature is within 5 feet of you, you have advantage on your attack rolls.
However, whenever you have no friendly creatures within 5 feet, you have disadvantage on all your attack rolls.
- Amissio Rune (Inscription Rune)
As an action, you can spend 2 ki points to inscribe this rune on a creature. The creature under this rune effect can benefit from this rune twice, choosing one of the following effects:
- The creature can roll a hit die, and regain hit points as if had completed a short rest.
- The creature regain a hit die.
- If the creature is under an effect that causes them to take damage or lose hit points in each of its turns, it can use this rune to reduce the damage by 1d10 + the shadowhunter Intelligence modifier.
You can only have one creature under the effects of this rune at the same time. Once you use this rune, the same creature can't benefit from it until it complete a long rest.
- Angelic Power Rune (Inscription Rune)
The second rune given to shadowhunters, this rune symbolizes your status amongst your peers in the order. You can spend 1 ki points to draw this rune on a weapon or 20 projectiles using a bonus action, allowing your attacks with that weapon to ignore resistances and immunities to non-magical damage. If you damage a fiend with a weapon inscribed with this rune, that fiend can't regain hit points until the end of your next turn.
The benefits of this rune remain on the weapon for 1 hour.
- Courage Rune (Inscription Rune)
prerequisite: 6th level
You can spend 3 ki points to inscribe this rune on a creature as an Action. The inscribed creature is immune to the frightened condition for the next hour. If the target is already under those conditions, you the condition on them. You can't have more than a single creature under the effects of this rune at the same time.
- Craft Rune (Inscription Rune)
You can spend 1 ki point to inscribe an object with this rune spending 1 hour. The inscribed object have double its hit points and damage threshold, and add your proficiency bonus to its AC. This rune effect lasts for 7 days.
- Enlighten Rune (Inscription Rune)
As a bonus action, you spend 0 ki points to cause bright light to radiate from an object you touch in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.
You can have a number of enlighten runes active at the same time equal to your proficiency bonus.
- Iratze Rune (Inscription Rune)
prerequisite: 11th level
As an action, you can spend 5 ki points to inscribe this rune onto a creature. That creature regains hit points equal to three rolls of your martial arts die and have any poison, disease, the charmed, poisoned, frightened or stunned condition removed.
- Deflect Rune (Inscription Rune)
You can spend 2 ki points to apply this rune to a creature or object using an Action. The next time that creature takes bludgeoning, piercing or slashing damage from a non-magical attack, the damage is halved.
The rune lasts for 1 hour, until you use it again or until the target of the rune take damage.
- Fireproof Rune (Inscription Rune)
prerequisite: 6th level
You can spend 3 ki points to mark a creature with this rune. The marked creature or object becomes immune to fire damage. The rune lasts until it is used again, or until the target takes up to 5 x your Monk level fire damage. If the rune is destroyed by damage, it takes the remaining damage.
- Heat Rune (Inscription Rune)
You can spend 2 ki point to inscribe an object as an action, causing it to burn. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed.
Alternatively, when you take the Attack action, you can forgo one attack to inscribe this rune using the steele onto a object or creature within your reach. The creature automatically takes fire damage equal to three rolls of your martial arts die.
- Nyx Rune (Inscription Rune)
prerequisite: 6th level
You can inscribe this rune on a creature using an Action and spending 3 ki points, giving that creature darkvision up to a range of 60 feet, and to have no disadvantage on Wisdom (Perception) checks while in dim light. The effects of this rune last for 1 hour.
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