Nightblade (5e Class)

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Nightblade[edit]

Blessings of the Darkness[edit]

For some, darkness is not a hindrance, but a powerful ally. Quietly stepping between shadows, Nightblades are experts of stealth and subtlety, blending agile combat with potent magic to outwit and overwhelm their foes. Nightblades excel at using shadow magic in innumerable ways, making them adaptable and unpredictable. The powers of darkness are not easily learned, however; the near limitless possibilities of shadow magic are instead divided into several teachings, each one as wildly different as the last. From overwhelming fear to convincing illusions, or from limitless creation to untold entropic destruction, each Nightblade’s powers grant them the means to take on any challenge

Creating a Nightblade[edit]

Quick Build

You can make a Nightblade quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Dimir Operative background.

Class Features

As a Nightblade you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armour
Weapons: Simple Weapons, Longsword, Rapier, Short Sword, Short Bow, Chainwhip
Tools: Thieves tools, disguise kit
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a rapier or (b) a longsword or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor, and a dagger
  • If you are using starting wealth, you have 4d6 x 10gp in funds.

Table: The Nightblade

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Slots Slot Level Nightblade Arts Known
1st +2 Spellcasting, Nightblade Path, Path Power (1) 2 2 1 1st -
2nd +2 Evasion, Shadow Surge 2 3 2 1st -
3rd +2 Nightblade Art, Night Eye 2 4 2 2nd 1
4th +2 Ability Score Improvement 3 5 2 2nd 1
5th +3 Path Technique 3 6 2 3rd 1
6th +3 Nightblade Art 3 7 2 3rd 2
7th +3 Path Power (2) 3 8 3 4th 2
8th +3 Ability Score Improvement, Hide in Plain Sight, Twin Surge 3 9 3 4th 2
9th +4 Nightblade Art, Shadow Shift 3 10 3 5th 3
10th +4 Path Technique 4 10 3 5th 3
11th +4 Improved Evasion 4 11 3 5th 3
12th +4 Ability Score Improvement, Nightblade Art 4 11 4 5th 4
13th +5 Path Technique, Path Power (3) 4 12 4 5th 4
14th +5 See in Darkness 4 12 4 5th 4
15th +5 Nightblade Art, Path Technique 4 13 4 5th 5
16th +5 Ability Score Improvement 4 13 4 5th 5
17th +6 Shadow Spells, Triple Surge 4 14 5 5th 5
18th +6 Nightblade Art 4 14 5 5th 6
19th +6 Ability Score Improvement, Path Power (4) 4 15 5 5th 6
20th +6 Path Technique 4 15 5 5th 6

Spellcasting[edit]

Your arcane enhancement and the magic bestowed on you by the Darkness have given you facility with spells.

Cantrips

You know two cantrips of your choice from the Nightblade spell list. You learn additional Nightblade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Nightblade table.

Spell Slots

The Nightblade table shows how many spell slots you have to cast your Nightblade spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Nightblade spells of 1st level or higher, you must expend a spell slot as like warlock you cast your spells at max level. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast a 1st-level spell, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the Nightblade spell list. The Spells Known column of the Nightblade table shows when you learn more Nightblade spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new Nightblade spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Nightblade spells you know and replace it with another spell from the Nightblade spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Nightblade spells.

Nightblade Paths[edit]

The teachings of shadow magic are complex and diverse, but mastering all of its powers is nearly impossible. Instead, Nightblades focus on a particular aspect of shadow magic, greatly enhancing their capabilities in that area. Each Nightblade must choose a path at 1st level, representing the specialization of their shadow magic. Once chosen, it cannot be changed. A Nightblade gains a technique for their path at 1st level, 5th level, 10th level, 15th level and 20th level. The techniques a Nightblade gains are described in their chosen path. Each path also has an associated path power, which the Nightblade can use once per Long Rest. The Nightblade can use this power an additional time per rest at 7th level, 13th and 19th level. The Nightblade’s path also grants them additional class features, including an ability that utilizes shadow surges (see below) and more choices when selecting Nightblade arts. These features are described in the path’s entry. The five paths listed are those most commonly found among Nightblades, though some other paths may exist. The DC to save against any path powers, techniques, and so on is equal to 10 + Proficiency Bonus + Charisma modifier, unless otherwise noted.

Lesser Evasion[edit]

At 2nd 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.

Shadow Surge[edit]

At 2nd level, the Nightblade gains the ability to create a condensed reserve of energy from the Shadowfell which they can expend to great effect, but creating the reserve takes effort. The Nightblade can spend an action to reach out into the Shadowfell and draw from its energy to gain a single shadow surge. During this time, creatures can make attacks of opportunity against the Nightblade. When they do this, their shadow becomes darker and more distinct as it is infused with the planar energy.

The shadow surge is an expendable resource that the Nightblade can use to fuel their various abilities. They cannot have more than one surge at a time, but there is otherwise no limitation on how many times the Nightblade can create or use shadow surges. The Nightblade has these surges indefinitely until they expend them, though they lose their surges if they are ever unconscious, asleep, or killed.

The Nightblade can expend a shadow surge as a free action when making a Stealth check to enshroud themselves in darkness,giving them advantage on the roll. In addition, the Nightblade gains a method of expanding the shadow surges based on their chosen Nightblade path. This surge ability is described in the path’s entry. The Nightblade can gain new ways to use shadow surges as they grow in skill, typically through gaining a Nightblade arts.

Nightblade Arts[edit]

As a Nightblade gains experience, they learn a number of techniques and powers that enhance their combat skill and shadow magic. Starting at 3rd level, a Nightblade gains one Nightblade art. They gain an additional Nightblade art at 6th, 9th, 12th, 15th and 18th level. A Nightblade cannot select a particular art more than once. If a Nightblade art calls for a saving throw, the DC is equal to 8 + Proficiency Bonus + their Charisma modifier. A Nightblade can choose from any of the following Nightblade arts or from any of the arts listed for their chosen path.

Nighteye[edit]

At 3rd level, the Nightblade gains darkvision out to 30 feet. At 9th level, this distance increases to 60 feet. If the Nightblade already has darkvision, its range is increased by these amounts.

Ability Score Increase[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.

Hide in Plain Sight[edit]

Starting at 8th level, a Nightblade can enter Stealth even while being observed. As long as they are within 10 feet of an area of dim light, a Nightblade can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadow.

Twin Surge[edit]

A Nightblade of 8th level or higher can store up to two shadow surges at once. They can gain both surges by using their action to draw a greater amount of energy at once. Doing this allows creatures to make attacks of opportunity against the Nightblade with advantage for the duration. Alternatively, a Nightblade may still gain one surge through the usual method.

Shadow Shift[edit]

At 9th level, the Nightblade gains the ability to travel between shadows, as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area of at least dim light. The Nightblade can shift 300 feet per Long Rest in this manner. This amount can be split among many shifts, but each one, no matter how small, counts as 10-foot increments. The Nightblade cannot bring other creatures along, except from a familiar (if they have one), and only if it is within 5ft. Bringing a familiar does not require additional uses of shadow shift.

Improved Evasion[edit]

At 11th level, a Nightblade’s evasion improves. This ability works like Lesser Evasion, except that while the Nightblade still takes no damage on a successful Dexterity saving throw against attacks, they take only half damage on a failed save.

See in Darkness[edit]

At 14th level, a Nightblade can see perfectly in natural or magical darkness up to the distance of their darkvision.

Shadow Spells[edit]

At 17th level, the Nightblade is gifted some of the chaotic energy of the Shadowfell which replicates some of the magic around you. Select 2 1st or 2nd level spells outside of the Nightblade’s spell table. You can cast these spells without consuming a Spell Slot; instead expending a Shadow Surge. You can expend up to 2 Additional surges when casting to increase the relative spell slot level by 1 for each additional Shadow Surge used. You can only cast these special spells as Shadow Spells and are unable to cast Nightblade spells in this way. The selected spells can be changed during a Long Rest.

Triple Surge[edit]

A Nightblade of 17th level or higher can store up to three shadow surges at once. When a Nightblade spends their action to attempt to gain two Shadow Surges they instead gain 3 surges on a success.

Path options[edit]

Path of the Bloodied Chain[edit]

Path Power: Umbral Shackles

You conjure an area of fearsome shadows, entangling chains of darkness terrorizing those within. Shadowy chains twist out from a point in space you designate within 50 feet in a 10-foot radius spread. At 8th level and again at 16th level, the maximum radius of umbral shackles increases by 10 feet. You can make the radius of the umbral shackles smaller than these amounts, though the radius must be a multiple of 5 feet.

The umbral shackles lower the light level in the area as if affected by the darkness spell. Creatures within the area are entangled as the chains pull at them (Dex save), though they are not anchored and can still move at half speed. In addition, creatures that enter the area of your umbral shackles or start their turn in the area must make a Wisdom save or be Blinded. At 6th level, creatures that are blinded that enter the area of the umbral shackles or start their turn in the area must make a Wisdom save or become frightened. At 12th level, creatures that are frightened that enter the area of the umbral shackles or start their turn in the area must make a Wisdom save or be knocked unconscious These effects last as long as the creature remains in the area and for 1 round after they leave. Creatures immune to fear are immune to the effects of Umbral Shackles. You are immune to the effects of your own umbral shackles (though the area is still dark to you, as if under the effects of the darkness spell).

Umbral shackles lasts a number of rounds equal to your proficiency bonus and can be dismissed early as an action. You can have multiple umbral shackle effects active at the same time; overlapping areas do not stack nor cause any additional effects.

Surge Ability: Haunting Rattle

As a bonus action, you can spend a shadow surge to create a phantom sound of rattling chains. Any enemies within 30 feet that are currently stunned, frightened, or Blind hear this illusory sound (other creatures cannot hear it) and have the duration of those conditions increased by 1 round. This effect does not stack.

Frightening Display

At 1st level, you gain proficiency in the Intimidate Skill (or expertise if you already have proficiency). If you manage to make a successful Intimidate check, you can choose to make a creature Frightened for 1 minute.

Aura of Fear

At 5th level, you radiate a palpably daunting aura that causes all enemies within 10 feet to take a penalty on saving throws against fear effects. This penalty is equal to your Charisma Modifier. Creatures that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not if you are unconscious or dead.

Thrive on Fear

At 10th level, you become immune to being Frightened. As long as there is at least one enemy within 50 feet of you that is suffering from a fear effect, you gain a +1 bonus on saving throws. This bonus increases to +2 at 18th level.

Eyes of Terror

At 15th level, you gain the ability to gaze and incite pure terror in those that see you. As an action you can target a creature within 30ft with your eyes of terror. The creature must make a successful Wisdom saving Throw or be stunned for 1 round, overwhelmed with fear. A creature whose Challenge Rating is less than half your nightblade level is paralyzed for 1d4 rounds instead.. You can use Eyes of Terror a number of times equal to your Charisma modifier before needing a Long Rest.

Shadows of Dread

At 20th level, you become terror incarnate. At the beginning of your turn, you regain a number of hit points equal to your Constitution modifier for the number of creatures within 50ft that are frightened. Once per Long Rest, you can cast weird as a spell like ability, using your nightblade path DC in place of your Spell save DC.

Path of the Darkened Fortress[edit]

Path Power: Shadow Armament

You can create a weapon made out of shadowfell energy. The weapon must be a melee weapon you are proficient with. Being made of shadowfell energy, the weapon is only partially real; creatures that realize the weapon is not real are less affected by it.

When you first attack a creature with the armament, it is entitled to a Wisdom save to realize the weapon isn’t real. On a successful save, the weapon deals half damage to the target for the duration of the armament. A creature only gets one saving throw, regardless of how often you strike the creature.

At 1st level, the weapon created Is considered magical for the purpose of overcoming immunity and resistance. At level 4 and again at levels 10 and 16; you can infuse your weapon with additional effects, selecting from the following:

  • Blindstrike: Your weapon knows exactly where to strike. While wielding your Shadow Armanet, you no longer suffer disadvantage when you are blinded or attacking an invisible creature.
  • Brilliant Energy: Your shadow armament is imbued with unnatural versatility. The first attack you make on your turn with your Shadow Armament ignores any bonuses to AC given by material armour and shields.
  • Corrosive: You can use a bonus action to have your shadow armament be sheathed in corrosive acid. It deals an additional 1d6 Acid damage on a hit. You can use a bonus action to dispel the acid effect.
  • Corrosive Burst: When agitated, your weapon detonated with a burst of corrosive acid. When you score a critical hit with your Shadow Armament, you release a burst of corrosive acid, dealing 1d10 Acid damage to all other creatures within 5ft of the target. The wielder is immune to this effect.
  • Designating: Hits with your weapon leave a cursed mark on their target. When you make a successful attack with your Shadow Armament, attacks by your allies that target the creature have a +2 bonus to hit and damage. This effect lasts until the beginning of your next turn.
  • Fiery: You can use a bonus action to have your shadow armament be sheathed in uncontrollable fire. It deals an additional 1d6 Fire damage on a hit. You can use a bonus action to dispel the fire effect.
  • Fiery Burst: When agitated, your weapon detonated with a burst of uncontrollable wildfire. When you score a critical hit with your Shadow Armament, you release a burst of bitter cold, dealing 1d10 Fire damage to all other creatures within 5ft of the target. The wielder is immune to this effect.
  • Frost: You can use a bonus action to have your shadow armament be sheathed in bitter cold. It deals an additional 1d6 cold damage on a hit. You can use a bonus action to dispel the cold effect.
  • Ghost touch: Your weapon rends through the essence of a creature. When you hit a creature with your Shadow Armament, you can end one effect the creature is under the effects of.
  • Icy burst: When agitated, your weapon detonated with a burst of bitter cold. When you score a critical hit with your Shadow Armament, you release a burst of bitter cold, dealing 1d10 Cold damage to all other creatures within 5ft of the target. The wielder is immune to this effect.
  • Keen: Your weapon seems to reach out towards its target. The range of your Shadow Armament increases by 5ft.
  • Necrotic: You can use a bonus action to have your shadow armament be sheathed in sapping energy. It deals an additional 1d6 Necrotic damage on a hit. You can use a bonus action to dispel the cold effect.
  • Necrotic burst: When agitated, your weapon detonated with tendrils of sapping energy. When you score a critical hit with your Shadow Armament, you release a burst of bitter cold, dealing 1d10 Necrotic damage to all other creatures within 5ft of the target. The wielder is immune to this effect.
  • Ominous: There is an unnatural air around your weapon. When you score a critical hit against a creature, it becomes Frightened of you for 1 minute. At the end of each of its turns, it can make a Wisdom Save against your Nightblade Art DC, ending the effect on a successful save.
  • Shocking: You can use a bonus action to have your shadow armament be sheathed in crackling lightning. It deals an additional 1d6 Lightning damage on a hit. You can use a bonus action to dispel the Lightning effect.
  • Shocking Burst: When agitated, your weapon detonated with a burst of crackling Lightning. When you score a critical hit with your Shadow Armament, you release a burst of crackling Lightning, dealing 1d10 Lightning damage to all other creatures within 5ft of the target. The wielder is immune to this effect.
  • Thundering: You can use a bonus action to have your shadow armament be sheathed in booming thunder. It deals an additional 1d6 Thunder damage on a hit. You can use a bonus action to dispel the Thunder effect.
  • Vorpal: Your weapon hungers for blood. While wielding your Shadow Armament, increase the Critical Hit range of the weapon by 1.
  • Wounding: Your weapon has a festering effect. When you score a critical hit with your Shadow armament, you leave a wound on your target. At the end of the wounded creature’s turn, it takes damage equal to half of the damage of the critical hit.

These properties do not function on a creature that makes its Wisdom save and duplicate abilities do not stack. These bonuses and properties are decided when the armament is created and cannot be changed until the next Long Rest.

Creating a shadow armament is an action and lasts for a number of minutes equal to your Proficiency. As long as the armament’s duration lasts, you can “stow” and “draw” the weapon by dispersing and re-materializing the weapon. This takes the same amount of time it takes for you to draw or sheathe a normal weapon, including any reductions in time from feats and abilities such as Quick Draw. If you are ever disarmed of the armament or you throw it (as a thrown weapon) you can re-materialize the same weapon as if you were drawing it.

You can only have one shadow armament in existence at a time. If you use the power again, the previous armament vanishes.

Surge Ability: Shadow Barrier

As a reaction, you can expend a shadow surge to turn your shadow into a solid barrier. The barrier grants you half cover against a single enemy attack or spell. After a single attack is made, whether it hits or not, the barrier vanishes. At 10th level, the barrier instead lasts until the start of your next turn, granting you half cover against all attacks and spells used against you by a single opponent during that time.

Shadow Bond

At 1st level, you gain a bond with a wild beast from the Shadowfell. As a bonus action, you can release your familiar and have it form in a space within 5ft of you. When formed, the familiar uses the stats of a Shadow Mastiff but can be the form of any medium or smaller beast. Your familiar acts after you in initiative count. When you first create your familiar, select 2 cantrips and a 1st level spell from the Nightblade Spell list. These can be spells you do not know. On its turn, your shadow familiar can cast any of these spells. Your familiar uses your spellcasting statistics when casting a spell. It has 1 1st level spell slot. As you gain higher levels spell slots, your familiar gains 1 spell slot of that type, up to 5th level. If your familiar is within 5ft of you, you can use a bonus action to absorb it into you, rendering it as a part of you. While within you, it is immune to damage and cannot be targeted by spells and effects. It also gains no benefit or detriment when you are targeted by a spell or effect. If you lose your familiar or it is killed, it returns to you over the duration of a long rest.

Penumbral Craft

At 5th level, you gain proficiency in your choice of 2 Artisan’s tools. When you make a check with Artisan’s tools you are proficient with, you can add your Charisma bonus to the check in addition to the other bonuses.

Temporal Dissonance

At 10th level, your Shadow Armament rends through time, causing an additional delayed attack. When you take the attack action with your Shadow Armament on your turn, you can make 2 attacks.

Dark Citadel

At 15th level, you gain access to your own pocket dimension within the Shadowfell, forming as a private fortress for you and your allies. This functions like a permanent Magnificent Mansion spell. You can choose the general features of the demiplane as described in create demiplane. Within the center of the demiplane is a mighty fortress. The fortress can be any shape and layout you desire, but cannot exceed half of the demiplane’s total space; which equates to 75 10-ft. cubes of space. The interior of the fortress is protected by powerful abjurations, as if under the effect of the Guards and Wards spell You decide what protections the guards and wards spell provides (within the limitations of the spell), can change what defenses are granted once every 24 hours, and can dismiss or reactivate the guards and wards as a 1 minute ritual while you are in the demiplane. Twice per day, you may teleport yourself and your allies to the dark citadel or from the citadel to where you came from as if casting a plane shift spell.

As it is in the Shadowfell, a creature cannot travel to your pocket dimension using normal means, but it can be accessed via a plane shift spell. The size of the pocket dimension and the fortress itself scales with your nightblade level (up to 200 10-ft. cubes of space at 20th nightblade level for the entire plane, and up to 100 10-ft. cubes of space for the fortress); you choose the form of the additional space as you gain it. If the pocket dimension or the Guards and Wards effect within the dimension are ever dispelled, it returns after 1 week (though any items stored in the pocket dimension are lost, if the whole plane was dispelled).

Shadow Raiment

Shadow Raiment At 20th level, your control over shadow creation lets you create a constant barrier of darkness that absorbs some of the savagest blows. You take no additional damage from critical hits or sneak attacks.

Path of the Eternal Night[edit]

Path Power: Corruption

You create a swirling vortex of negative energy around you, harming any that draw near. Starting a corruption is a bonus action. The corruption manifests as shadowy energy that flows about you in a 5-foot radius. This energy harms any creature exposed to it, dealing 1d6 necrotic damage to any creature that enters the area or starts their turn in the area. A successful Constitution save halves the damage. Undead in the area are not healed by this negative energy, but must instead make a Wisdom save or flee as if Frightened for 1d4 rounds.

The corruption always moves with you and stays centered on your space. Creatures you move past take damage from your corruption as if they had entered the area themselves. A single creature cannot be harmed by corruption more than once per round, regardless of how many times a creature enters or exits your corruption. You are immune to the effects of your own corruption; other creatures in your space are affected as normal.

The corruption lasts a number of rounds equal to your proficiency and can be dismissed early as an action. You can only have one corruption in effect at a time. At 5th , 9th, 13th and 17th level, the damage of your corruption increases by 1d6, to a maximum of 5d6 per round at 17th level.

Surge Ability: Entropic Grasp

By spending a shadow surge as an action, you can make a single unarmed strike against a creature to afflict it with entropic energies. On a hit, you deal no damage but for the next round, anytime the target rolls a d20, it must roll twice and take the less favorable result. Once a creature has been affected by entropic grasp, it cannot be affected again for 24 hours.

Powered by Death

You can absorb the life force of a dying or recently deceased creature to gain great power. As an action, you can target a creature within 30 feet that currently has 0 or fewer hit points or is deceased. A creature that is deceased must have died on the previous turn to be targeted by this ability. A living creature must make a Constitution save or be slain instantly. If you successfully kill a creature with this ability, you gain one of the following benefits, chosen when the creature fails its saving throw:

  • +1 bonus on attack rolls. (Stacks 3 times)
  • +1 bonus on damage rolls. (Stacks 5 times)
  • +1 bonus to Saving Throws (Stacks 5 times)
  • +1 bonus on concentration checks (Stacks 5 times)
  • Heal 1d6 + CON hit points

The benefit lasts for 1 minute, except for the healing, which is instant. When you target a creature that died last turn, the creature gets no saving throw and you automatically gain one of the listed benefits. You cannot target a dead creature that you killed with this ability. You can use this ability a number of times per Long Rest equal to your Charisma modifier (minimum 1).

Descent into Darkness

At 5th level, you gain an aura that balances life and death within. Allies within 10 feet of you automatically succeed any checks to stabilize a dying ally. In addition, enemies within 10 feet of you that are dying automatically fail any checks to stabilize. You have this aura only while you are conscious, not if you are unconscious or dead.

Death Attunement

At 10th level, you gain resistance to Necrotic Damage and a bonus on Death Saving Throws equal to your Constitution Modifier.

Shadow Betrayal

At 15th level, you gain the power to animate a creature’s shadow and turn it against him. As a standard action, you can cause a creature within 30 feet to have its shadow animate into a hostile creature. The shadow has superficial traits that make it appear similar to the creature it was animated from, but otherwise does not have any changes to the statistics of a Shadow. The shadow can only attack the creature whose shadow it was animated from; if that creature dies, the shadow dies with it. You cannot use this ability on a creature that does not have a shadow. As long as this ability is in effect, the creature does not cast a shadow and cannot be targeted by other spells and effects that rely on having a shadow. You can use this ability once per Long rest. At 17th level, this ability allows you to create 1d3 shadows. However, you may only animate one shadow per creature in range; the shadow can only attack whatever creature it was animated from. At 19th level, you can summon 1d4+1 greater shadows, following the same stipulations.

Master of Death

At 20th level, you become one with death and entropy. You gain immunity to Necrotic damage, the poisoned condition, disease and exhaustion. You can no longer be magically aged and negative energy effects heal you as if you were undead.

Path of the Ravaging Void[edit]

Path Power: Elemental Shade

You create an area of unstable shadow magic, forcibly substituting it with energy from the Shadowfell. As an action, you designate a point of space within 50 feet for your elemental shade to surround. The shade emits out from that point in a 20-ft.-radius spread. Upon creating the elemental shade, you choose an energy type from acid, cold, lightning, poison, or fire. Any magical source of energy that deals one of these types of damage is altered to the chosen energy type. You cannot change the energy type of an extraordinary ability or a mundane energy effect (such as a torch) using elemental shade. If an effect lies only partially within the elemental shade, only the portions within the shade are transformed. Elemental shade lasts a number of rounds equal to your Proficiency Bonus and can be dismissed as an action. You can only have one elemental shade in effect a time. If you use this ability again, any currently existing elemental shade immediately ends.

Surge Ability: Umbral Blast

You can spend a shadow surge as an action to unleash a chilling ray of darkness on a creature within 30 feet. You must make a ranged spell attack to strike with your umbral blast. On a hit, the shadowy ray deals 1d6 cold damage. The damage increases by 1d6 when you reach 5th 11th and 17th levels to a maximum of 4d6. Additionally, at 11th level, you can create 2 rays as part of the action that target 2 different creatures. Make individual spell attacks for each ray. This effect counts as a spell for use with features like Twisting Elements.

Warding Shadow

At 1st level, you gain a shadowy aura that protects you from energy attacks, which you can eventually grant to your allies. Choose either acid, cold, lightning, poison, thunder or fire. When you take damage of the selected type, you can use your reaction to expend points from your Warding Shadows pool to reduce the damage you take equal to the number of points expended; to a minimum of 1 damage. At 1st level, you have a maximum of 10 points of Warding Shadow in your pool. This increases to 20 at 6th level, to 40 at 11th level, and to 50 at 16th level. Once per day, during a long or short rest, you may change the energy type that warding shadows protects against. Starting at 6th level, when an ally within 10 feet of you takes damage of the selected damage type, you can use your reaction to give them the benefit of Warding Shadows. You still spend points from your pool and the other restrictions of this ability apply. You can use this ability on multiple allies at once but you must expend points relative to the number of creatures you are protecting. You cannot use this ability if you have 0 points in your pool and you regain all expended points at the end of a long rest.

Twisting Elements

At 5th level, you can infuse your elemental spells with shadowstuff, causing the spell to gain additional effects typical of a different energy type. When you cast a spell that deals acid, cold, Lightning, fire, poison or thunder damage, you can combine the spell with shadow magic as a bonus action. This allows it to have an additional effect based on a different element, chosen from the following list. You must choose an effect based on an energy type that is different from the type of energy damage the spell inflicts:

  • Acid: The spell is accompanied by noxious fumes and pain, sickening a creature with disease for 1d4 rounds.
  • Cold: The spell creates an abnormal chill, slowing a creature (as if under the effects of the slow spell) for 1 round.
  • Lightning: The spell creates a brilliant flash, blinding a target for 1d4 rounds.
  • Fire: The spell generates intense flames, setting a creature on fire, dealing 1d4 fire damage until they are put out.
  • Thunder: The spell causes a mighty thunderclap, deafening a target for 1d4 rounds.
  • Poison: The spell is accompanied by foul ichor, poisoning the target for 1d4 rounds.

A creature that is immune to the type of energy the chosen effect is based on is immune to the added effect (for example, a creature immune to Lightning cannot be blinded by this ability). Each of these effects only applies to a single target that is affected by the spell, and is negated if the creature succeeds on its saving throw against the spell. If the spell has no saving throw, the creature gets a Constitution save to negate this effect, the DC being equal to the DC the spell would have if it had a saving throw. You can use this ability a number of times per day equal to your Charisma modifier.

Shadow Energy

At 10th level, you can create a momentary schism that releases built up chaotic energy. When you gain this feature, select 1 Evocation spell from the Wizard/Sorcerer or Nightblade Spell Table that deals, acid, cold, fire, poison, lightning or Thunder damage at each spell level up to 5th (excluding cantrips). As an action, you can call on the chaotic energies and roll 1d6. You then immediately cast the spell whose spell level is equal to the dice roll, treating a 6 as a 0; without consuming a spell slot. If you roll a 0, the energy dissipates, the use is consumed and this effect is wasted. After the spell effect resolves if you used this ability to cast a spell of 1st level or above, remove that spell from the list and treat that number as a 0. You can use this ability a number of times equal to your Intelligence Modifier. You regain all uses of this ability back after a long rest and may change the spells over the course of the rest.

Shadow Avatar

At 15th level, you can temporarily replace your entire being with roiling shadow energy as an action. You and your equipment are immune to Necrotic damage. Every time you would normally take damage from Necrotic, you are instead healed for half of damage the Necrotic attack would have normally inflicted. You are immune to blindness, critical hits, deafness, disease, drowning, poison, stunning, and all effects that would alter your form. You take only half damage from acid. You, however, gain vulnerability to Radiant damage. Additionally, your Dexterity score is considered to be 22 while in this form and you gain a fly speed of 40 ft..Your unarmed attack deals an additional 3d6 points of Cold damage, and you are considered to be proficient with unarmed attacks. Your body blends in with the shadows, providing an additional +5 bonus to Stealth checks. Spells that create darkness as well as those from Shadow Spells you cast have their save DCs increased by +1. If you enter an area of bright light, you are stunned. This effect lasts for a number of rounds equal to your Charisma Modifier and you can only use shadow avatar once per Long Rest.

Inevitable Darkness

At 20th level, your magic can pierce even the toughest defenses. Whenever you cast an evocation spell or a shadow spells that replicate an evocation spell, abilities that reduce the effects a spell has on a successful save, such as evasion, do not function and provide no benefit against such spells.

Path of the Twilight Veil[edit]

Path Power: Distorting Shadow

You create an area of shifting shadows, the darkness an ever-changing pattern of shapes and shades that assault the minds of those within.

As a standard action, you designate a point in space within 60 feet to conjure your distorting shadows. The distorting shadows swirl around that point in a 20-foot radius spread, affecting any creatures within or entering the area. Any creature that enters the area of your distorting shadows or starts its turn within the area must make a Wisdom save or be affected by the shadows, which causes a random effect as shown on Table: Distorting Shadows Effects. Each creature must make this save every round they remain in the area or suffer another randomly determined effect.

  1. The shadows makes the creature feel uneasy, poisoning it for 1 minute. This duration does not stack.
  2. The shadows make the creature feel unusually tired, causing it to be fatigued for 2d4 rounds. This effect does not stack, and is removed at the end of the duration. At 10th level, the creature is exhausted for the duration instead.
  3. The pattern assaults the creature’s senses, blinding or deafening it (your choice) for 1 round.
  4. The distracting patterns throw the creature off balance, causing them to fall prone for 1 round.
  5. The creature cannot focus on any tasks, preventing it from concentrating for 1 round.
  6. The shadows enthral and fixate the creature, charming it (As if charmed by the user) for 1d4 rounds.
  7. The distortions are overwhelming, stunning the creature for 1 round.
  8. The creature falls unconscious for 1 round. Only living creatures can fall unconscious; non living creatures are stunned instead.

You must roll separately for each creature affected. Distorting shadows lasts for a number of rounds equal your proficiency bonus. You can dismiss it early as an action. You are immune to the effects of your distorting shadows. Sightless creatures are unaffected by distorting shadows.

Surge Ability: Veil of Darkness

You can expend a shadow surge as a move action to disappear for one round per Nightblade level, as the spell invisibility. You cannot regain shadow surges until the invisibility ends.

Extended Illusions

At 1st level, you may have any illusion spell you cast with a duration of “concentration” last a number of additional rounds equal to half of your charisma modifier rounded up. (minimum +1 round).

Illusory Arcana

At 5th level, you can add a single illusion or enchantment spell from the sorcerer/wizard spell list or the Nightblade spell list to your list of spells known. This spell must be of a level you are capable of casting. You gain an additional spell known at 11th and 17th levels.

Gate of Shadows

At 10th level, as an action, a wall of shifting shadows appears at a point you choose within 120ft. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits darkness out to 30ft feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 Necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 Necrotic damage. Until the effect ends, you can use an action to launch a beam of shadows from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 Necrotic damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the effect ends. This effect lasts for 1 minute and can be used once per long rest.

Slip Away

At 15th level, you can vanish without a trace, causing witnesses to forget you were even there. Once per long rest, as an action, you can vanish from sight for a number of rounds equal to your Wisdom Modifier, as if under the spell greater invisibility. While invisible in this way, you cannot be detected by any means, and not even see invisibility or true seeing can reveal you. In addition, creatures within 100 feet must make a Wisdom save or forget that you were there. This functions like the spell modify memory, though it requires no action on your part and can only make a creature forget about you (such as sounds you have made, having seen you, conversations, and so forth). The DC of the modify memory effect is equal to your Nightblade Path DC, as opposed to its normal DC. You can only make a creature forget details and events involving you that have occurred within the past minute. You can affect a number of creatures up to your Charisma modifier.

Master of Shadows

At 20th level, your mastery over illusions is complete. You can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends. In addition, you permanently gain the benefits of true seeing, as the spell. You can suspend or reactivate this ability as a free action.

Nightblade Arts[edit]

Nightblade ArtPrerequisitesBenefits
Beckoning ShadowsNightblade 15thYou gain the ability to forcibly shadow shift another creature. As an action, you can target a single creature within 60 feet and teleport it in any direction to another location within 30 feet they can see, following the same limitations as your shadow shift ability. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting. A Wisdom Save by the target negates the effect. The distance you teleport a creature with beckoning shadows counts triple against your total distance limit that you can teleport with your shadow shift ability.
Casting Art-Select 1 Metamagic Feature from the Sorcerer class. You can use this Metamagic feature with any of your spells, using Shadow Surges in place of Sorcery Points.
Combat Art-Select 1 Fighting Style feature from the Ranger class and gain that feature.
Dark ResurgenceNightblade 6thYou can quickly recover your shadow powers. Once per Long Rest, as a bonus action, you can gain all of your shadow surges back, up to the maximum amount.
Disguising Veil-You can cast disguise self at will, without expending a spell slot.
Dusk StrikeNightblade 9thYou gain the ability to slip your weapon between dimensions, if only for a moment. By expending a shadow surge as a bonus action, your weapon shifts partially into the Plane of Shadow, bypassing a target’s defenses. The next weapon attack you makes ignores bonuses to AC given by spells. If you don’t make an attack before the start of the next turn, the effect is wasted.
Fall of NightNightblade 15You can spend a shadow surge as a bonus action when you score a critical hit to flood the target with shadowy energy. If they fail a Constitution saving throw, you can choose one of the following effects to inflict:

Blinded for 1 round, Stunned for 1 round, or Gain 1 level of Exhaustion.

Focused Casting-When you roll a 9 or lower on the die for a Concentration check, you can expend a Shadow Surge to instead treat the dice roll as a 10.
Hidden Stride-You gain proficiency in the Stealth Skill. If you already have proficiency, you can double your proficiency bonus when making Dexterity (Stealth) checks. Additionally, you can still use the Stealth skill while moving at a normal marching speed.
Mystic ShadeNightblade 12thUsing the semi-real magic of shadow, you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Penumbral Aegis-You can use the essence of the Shadowfell to redirect attacks that would normally bypass your defenses. While you are wearing no armor and not wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.
Shadow CacheNightblade 9thYou can carve out a space in the Plane of Shadow to hide your belongings. This functions like the spell secret chest. Unlike with secret chest, the chest is made of shadows (meaning it does not cost anything) and lasts until you either dismiss the cache or are killed. Creating, hiding, and summoning the chest can be done at will, without a focus, as an action. Creatures cannot stay in the shadow cache; if a creature is inside the chest when it is sent back to the Plane of Shadow, the creature is left behind. You can only maintain one shadow cache. If you dismiss the shadow cache or are killed while the chest is still on the Plane of Shadow, the items in the chest appear at your feet.
Shadow FormNightblade 9thAs a reaction, you can turn yourself into a natural shadow. When you are targeted by an attack, you can force the attacker must make a Wisdom Save. On a failure, you have resistance to the attack's damage type(s). If the attacker succeeds on this save, they are unaffected by Shadow Form for the rest of the round. You can maintain this form for a number of rounds equal to half your Nightblade level (rounded up). Once you use this feature, you can't use it again until you complete a long rest.
Shadow Motion-You can bend the space you are in by partially moving into the Plane of Shadow. You can spend a shadow surge when making an Acrobatics, Climb, or Swim check to gain advantage on the roll.
Shadow RunNightblade 6thYour legs can become shadowy wisps that bend and flow around the terrain. As a bonus action, you can spend a shadow surge to negate the effects of difficult terrain for a number of rounds equal to your Charisma modifier (minimum of 1).
Shadow TransferenceNightblade 9th You can manipulate shadow magic effects after they have been created, even those created by others. By expending a shadow surge as an action, you can adjust the target of an ongoing spell that is on the Nightblade Spell Table. You can shift the spell to another valid target within 10 feet of the original target. If the spell was cast by another creature, the original caster is entitled to a Wisdom save to prevent you from transferring the spell. The shadow surge is still spent, whether the transference was successful or not. Resistances and saving throws apply to the new target of the spell (if applicable). The spell uses its original DC (regardless of its source). You cannot use shadow transference on a spell with a range of self or a spell that does not target one or more creatures or objects, and can only attempt to use it once on a single effect.
Shifting FocusNightblade 12thYou can shift an extra 100 feet each day using their shadow shift ability. You can also take other willing creatures that are adjacent to you when you shadow shift. You must spend an equal amount of distance for each creature brought along.
Void SightNightblade 15th

As an action, you can grant a number of creatures within 30 feet equal to your Charisma modifier the ability to see things as they truly are, as the true seeing spell, but its range is 30 feet and it lasts a number of rounds equal to half your Nightblade level. Once you use this ability, you can't use it again until you finish a long rest.

Warp Strike-You can empower your weapon, turning it into a flexible mass of darkness that can lash out at distant foes. By expending a shadow surge as a bonus action, all of your melee weapon attacks made during this round have their reach increased by 5 feet. At the 12th level, the range instead increases by 10 feet. Alternatively, you can increase the normal and maximum range of a ranged weapon by 10 feet until the end of the round. At 17th level, the range is instead increased by 20ft.
Shadowed ActionNightblade 9thYou gain the benefit of Rogues Cunning Action. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Bloodied ChainsNightblade 9, Path of the Bloodied ChainsThe chains within your umbral shackles become wickedly barbed. Any creature inside takes 1d6 piercing damage each round; this damage does not stack. The bleeding this causes persists even after the creature leaves the area of umbral shackles, though it can be stopped or healed as normal. At 15th level, the piercing damage increases to 2d6 damage. A creature that is immune to fear is immune to this effect. You are also immune to this effect.
Dread SenseNightblade 12, Path of the Bloodied Chains You gain the ability to detect scared creatures simply by being near them, even if you cannot see them. You gain blindsight out to 60 feet, but it only allows you to perceive creatures that are suffering from a negative condition.
Shroud of ChainsNightblade 15, Path of the Bloodied ChainsYou can make the shadowy chains of the umbral shackles emerge from your body to terrorize foes that draw near. By spending two of your total uses of umbral shackles, you can cause the effect to be centered on yourself. The area of the umbral shackles stays centered on you for the entire duration, even if you move. You can also adjust the size of this shroud as a bonus action from as small as a 5-foot radius up to its normal size, though the radius must be a multiple of 5 feet.
Terrorizing GlarePath of the Bloodied ChainsYou can spend a shadow surge when making an Intimidation check to darken your visage, giving you advantage on the check.
Untold HorrorsPath of the Bloodied ChainsCreatures that fail their Wisdom Saving throw against your umbral shackles hear naught but the rattle of chains, effectively deafening them as long as they remain blinded, frightened, or unconscious by the effects of umbral shackles.
Dark EnchantmentNightblade 9, Path of the Darkened FortressThe enhancements for your shadow armament become more flexible. You gain an additional infusion for their shadow Armament, giving them a maximum of 4 infusions. The nightblade also gains the ability to shroud their armament over a real weapon they are proficient with. This grants the real weapon the benefits of the Shadow Armament Infusions but only while the nightblade uses the weapon. The nightblade can select any infusion from the Shadow Armament list but, due to the nature of this process, may only select a maximum of 2 infusions. The nightblade can only enhance a weapon in this manner if they can create an armament of the same type (typically a melee weapon, but can be used on ranged weapons if they possess the versatile armament art). Enhancing a real weapon in this manner takes a single use of their shadow armament and the effect lasts until the next Long Rest
Improved Shadow BondNightblade 6, Path of the Darkened FortressThe nightblade’s shadow bond gains additional power. While the nightblade has their familiar absorbed, they gain the benefit of the familair’s Ethereal Awareness trait. When the nightblade reaches 9th level, the familiar gains the benefit of the hide in plain sight class feature, but only as long as the familiar is within 5 feet of the nightblade.
Piercing ArmamentNightblade 15, Path of the Darkened FortressThe nightblade’s armament can pierce even the toughest of defenses. Creatures that make the saving throw to disbelieve the shadow armament still take full effect from the weapon for 1 round as if they had failed the Wisdom save.
Shadow EquipmentPath of the Darkened FortressThe nightblade can spend a shadow surge as an action to create a quasi-real object, selecting a mundane item from the Equipment list. The created gear is not truly real; a creature interacting with the equipment made by the nightblade is entitled to a Wisdom save to disbelieve the item, treating it as if it doesn’t exist. While the equipment is formed, each individual object created counts against the duration of Shadow Armament, with the equipment dissipating if the duration expires. The equipment can also be dissipated as a bonus action. This effect can replicate simple materials, such as wood, stone, glass, or metal, but it cannot contain any complex parts of living materials. The nightblade could use this ability to create a dagger, a suit of armour or a rope, but not a flask of acid. Any created equipment is mundane and cannot be magically enhanced by any means.
Versatile ArmamentPath of the Darkened FortressThe nightblade gains new ways to shape their shadow armament. This grants two new forms: dual weapons, and ranged weapons.

The nightblade can create two melee weapons they are proficient with, one in each hand, rather than just one. These do not have to be the same weapon. They must be appropriately sized for the nightblade to wield. When they create two weapons, the total number of infusions they can apply is reduced to 2, but both weapons receive the bonuses. Both weapons must be given the same infusions. A creature only gets its Wisdom save once against the weapons; a successful save makes the creature realize both weapons are not real. The nightblade can also create their armament in the form of a ranged weapon they are proficient with. When they do so, they also gain a replenishing supply of shadowy ammunition. The ammunition is typical of the weapon and has no special material or alchemical properties; it could take the form of a bullet or arrow, but not an alchemical cartridge or silver bolt. This ammunition can only be used with the nightblade’s shadow armament. A creature only gets its Wisdom save once against the ammunition; a successful save makes the creature realize all of the ammunition is not real. Real ammunition cannot be used with the shadow armament; it simply falls through the weapon. The weapon is loaded when created, if required.

Corrupting FeastNightblade 15, Path of the Eternal NightThe nightblade’s corruption lashes out at anyone who strikes at the nightblade, absorbing their life force. When a creature makes a melee attack against the Nightblade, they take 1d6 + the creatures Constitution modifier points of necrotic damage and the Nightblade regains hit points equal to the damage dealt by this effect. This effect is only active while the Nightblade’s Corruption effect is active.
Grasp of DeathNightblade 9, Path of the Eternal NightThe deathly energies of the nightblade’s corruption linger, harming creatures even after they move away. A creature harmed by the nightblade’s corruption that leaves the area must make another save against the nightblade’s corruption at the start of its turn, as if it was still in the area of corruption. This only occurs the first round the creature is outside of the corruption, though if it re enters and exits the area this effect will apply again. A creature can still only be harmed by corruption once per round.
Grave WalkerNightblade 12, Path of the Eternal NightThe nightblade gains the ability to shift between dead or dying creatures, the energy of their death serving as a focal point for her shadow magic. The nightblade can treat a corpse’s, a dying creature’s, or an undead creature’s space and any squares adjacent to it as if it were in dim light for the purpose of teleporting with their shadow shift ability.
Shadows of DeathPath of the Eternal NightThe nightblade can partially absorb the life force of a slain creature to fuel their shadow magic. Whenever the nightblade successfully uses their powered by death spell-like ability, they also gain a shadow surge. This surge does not count against their normal maximum of surges they can have at once, but the surge does not stack and must be spent within 1 minute or it is lost.
Vile CorruptionPath of the Eternal NightThe nightblade’s corruption makes creatures uneasy while they remain in its area. A creature that fails its saving throw against the nightblade’s corruption takes an additional 1d4 necrotic damage from weapon attacks while in the area of corruption.
Destructive ShadePath of Ravaging VoidWhenever the nightblade casts a spell that deals damage, the spell deals +1 point of damage per die rolled.
Empowered ElementsNightblade 9, Path of the Ravaging VoidThe nightblade’s elemental shade can even affect the magical effects of powerful creatures. If a creature uses a magical effect or uses a spell like ability inside the nightblade’s elemental shade that deals acid, cold, lightning, poison, thunder, or fire damage attempts to the creature must make a Wisdom save to avoid having the effect changed to the energy type that was chosen with the elemental shade ability. The saving throw only applies to that single effect; if the creature creates multiple energy effects, it must make a saving throw for each effect it makes.
Encroaching DarknessPath of the Ravaging VoidThe nightblade gains the ability to create a wider effect with their elemental shade and can do so from further away. The nightblade’s elemental shade increases in size to a 30 ft. radius, and can be created from any point in space within 100 feet.
Enter the VoidNightblade 15, Path of the Ravaging VoidThe nightblade’s elemental shade creates a dark void in its center, drawing enemies towards it. Creatures within the area of the nightblade’s elemental shade have their movement speed cut in half (no save). An enemy within the area of the nightblade’s elemental shade that tries to move away from the center must succeed on a Strength (Athletics) check against the Nightblade Art DC, done as part of the move action. If it succeeds, it can move as normal (though still at half speed). On a failed save, the creature’s move is wasted and it does not move. If the creature fails by 10 or more, it is pulled 5 feet closer to the center of the elemental shade.
Exposing VoidNightblade 12, Path of the Ravaging VoidThe nightblade can expose a target to the void of darkness, making it more vulnerable. The nightblade can spend a shadow surge as a bonus action to make a single creature or object within 50 feet gain vulnerability to either acid, cold, poison, lightning, thunder or fire damage until the end of the nightblade’s next turn. A Constitution save negates this effect. A creature or object that is immune to the selected energy type is unaffected by this ability. Whether the target makes its save or not, it cannot be subjected to this effect again for 24 hours.
Controlled DistortionNightblade 9, Path of the Twilight VeilThe nightblade gains the ability to control the patterns within their distorting shadows. Once per round when determining the random effects of their distorting shadows, they can reroll the random effect that a single creature is affected with. They must do this before applying the effects of distorting shadows to that creature.
Irresistible ShadeNightblade 15, Path of the Twilight VeilThe nightblade can create an area of illusions so powerful that even the strongest of minds cannot resist it. By spending three of their uses of distorting shadows, the shadows work against all creatures, even those that are sightless or are usually immune to its effects. In this case, however, the shadows are even overwhelming to the nightblade; they are not immune to distorting shadows made in this manner, and cannot make other creatures immune to it with their shade inoculation art.
Shade innoculationpath of the Twilight VeilThe Nightblade can make their allies immune to the effects of distorting shadows. When they use their distorting shadows ability, they can designate a number of creatures up to their Charisma modifier to be unaffected by the distorting shadows.
Shadows of DoubtNightblade 6, Path of the Twilight VeilThe nightblade’s spell effects plant seeds of doubt in the mind of foes. When a creature fails a saving throw against any of the Nightblade’s spells, the Nightblade imposes disadvantage on the next ability check or attack roll the creature makes. Pass or fail, the creature is immune to Shadow of Doubt for the next 24 hours.
Shrouded CastingPath of the Twilight VeilThe nightblade can use shadow magic to hide the fact they are casting a spell. By spending a shadow surge when casting a spell, the nightblade can make a Sleight of Hand or Deception check to cover their Verbal or Somatic components. Creatures can make a Perception Check to realize the nightblade is casting a spell. Using this ability with a spell that has a clear effect and origin, such as a burning hands spell, provides no benefit.


Nightblade Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

Blade ward, Booming blade, Chill touch, Dancing lights, Green-flame blade, Infestation, Message, Minor Illusion, Sword Burst, Spare the dying, Toll the dead, True Strike, Vicious Mockery, Thaumaturgy, Encode Thought

1st Level

Alarm, Arcane Weapon, Bane, Cause fear, Chaos Bolt, Compelled Duel, Disguise self, Dissonant whispers, Ensnaring strike, Hex, Illusory Script, Shield, Silent Image, Zephyr Strike, False life, Mage Armor

2nd Level

Aid, Blur, Darkness, Enthrall, Invisibility, Magic Weapon, Shadow blade, Silence, Web, Suggestion, See invisibility, Moonbeam, Hold Person, Detect Thoughts, Arcanist’s magic aura

3rd Level

Bestow curse, Elemental Weapon, Enemies abound, Fear, Hunger of Hadar, Hypnotic Pattern, Incite Greed, Major Image, Nondetection, Phantom Steed, Speak with dead, Vampiric Touch, Slow, Stinking cloud, Remove curse

4th Level

Blight, Confusion, Greater Invisibility, Phantasmal Killer, Shadows of moil, Sickening, Freedom of Movement, Hallucinatory Terrain, Black Tentacles, Banishment

5th Level

Contagion, Destructive Wave, Enervation, Infernal Calling, Negative Energy flood, Steelwind Strike, Seeming, Passwall, Arcane Hand, Creation

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Nightblade class, you must meet these prerequisites: Charisma 13 and Dexterity 13

Proficiencies. When you multiclass into the Nightblade class, you gain the following proficiencies: Simple Weapons, Light Armour



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