Shade (5e Subclass)

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Shade[edit]

Walking along the path of shadow is a difficult one. Most who try, fail, falling into the shadows and being consumed by darkness. However, the few succeed go on to be some of the most equally powerful and terrifying assassins, warriors, and archers alike, using the power of the void plane, they fight using shadow magic while stepping between the material and void plane at will. These are the Shades, fighters capable of channeling the power of the void, using this power to slay their enemies. They are terrifying skirmishers, jumping from the nearest shadow with murderous intent, and evading unnoticed.


Shadow Bound

Starting at 3rd level, every swing you make, every arrow you shoot, and every step you take there are traces of shadow behind it. You gain the following benefits:

  • You gain proficiency in the Stealth skill. If you are already proficient, you can add twice your proficiency bonus to checks made with it.
  • You can hide as long as you are either in dim light or darkness, even when creatures can see you clearly.
  • You gain darkvision out to 60 feet, if it is less.


Chilling Opportunist

Beginning at 3rd level, you know how to strike from the shadows and exploit a foe's distraction. Once on your turn, if you are in dim light or darkness, you can deal an extra 1d8 cold damage to one creature you hit with an attack, if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon, or a Void Assault feature orb.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, becoming 2d8 at 7th level, 3d8 at 10th level, 4d8 at 15th level and 5d8 at 18th level.


Shadow Strikes

Starting at 3rd level you learn the shadowstrike cantrip. Charisma is your spellcasting ability for this spell.


Umbral Void

Starting at 7th level you may cast darkness without expending a spell slot and without components. When you cast darkness this way, you must finish a short or long rest before you can do so again. Charisma is your spellcasting ability for this spell.


Shadow Step

Starting at 7th level you can use your bonus action while within dim light or darkness to step into the void plane and turn invisible and intangible. You can move up to your speed without provoking opportunity attacks, and you can move through walls, objects, and creatures as if they were difficult terrain. At the end of your turn, or if you end the effect early as a free action, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you were moved. You may use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses when you finish a long rest and half the number of uses, rounded down, when you complete a short rest.


Eyes of the Void

Starting at 10th level your vision in darkness becomes stronger as you can now see into the void plane. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.


Shadow Hunt

Starting at 15th level anytime you hit with the shadowstrike cantrip, the target must succeed a constitution saving throw against your spell save DC or it can't take bonus actions or reactions, and its speed is halved until the start of your next turn.


Void Assault

Starting at 18th level you can Shadowstep without using your bonus action. If you do, for every creature you move through while in the void plane you generate a number of void orbs equal to your Charisma modifier (minimum of 1). You can have up to 10 orbs, each lasting for 1 minute. You may take an action to fire any number of orbs at a single creature on the same plane as you. Make a melee spell attack for each orb with a range of 30 feet, using your Charisma modifier. On ah hit, an orb deals 1d8 necrotic and 1d8 cold damage. Whenever you take an action to fire one or more orbs, all orbs fired must have the same target. Once you use this feature you cannot use it again until you finish a long rest.


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