Shadow (5e Class)
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- 1 Shadow
- 2 Creating a Shadow
- 3 Class Features
- 3.1 Table: The Shadow
- 3.2 Shadow of the Night
- 3.3 Shadow Defense
- 3.4 Expertise
- 3.5 Shadows Fang's
- 3.6 Sneak Attack
- 3.7 Cunning Action
- 3.8 Shadow Aspect
- 3.9 Ability Score Increase
- 3.10 Extra Attack
- 3.11 Uncanny Dodge
- 3.12 Evasion
- 3.13 Lingering Shadow
- 3.14 Lethal Shadow
- 3.15 Visceral Shadow
- 3.16 Shadow Rapture
- 3.17 Shadowless Strike
- 3.18 Shadow Execution
- 4 Shadow Aspects
- 5 Multiclassing
Creating a Shadow
How did you obtain you shadow powers and learn how to fight? Were you taught by a master of shadows or did you grow up embracing the shadows and training yourself? Why do you become a shadow? Was it for power, revenge, a goal, or something else? Also think about how open about your powers and abilities you wish to be.
- Quick Build
As a Shadow you gain the following class features.
- Hit Points
Armor: light armor, medium armor
Weapons: Martial weapons, simple weapons, hand crossbows, longswords, rapiers, shortswords
Saving Throws: Dexterity, Charisma
Skills: Choose two from Choose four from Acrobatics, Deception, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) rapier or (b) shortsword
- (a) shortbow Or longbow and quiver of 20 arrows or (b) shortsword
- (a) two daggers, and thieves' tools or (b) a component pouch
- (a) A explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 4d4 x 15 gp in funds.
|Features||Sneak Attack||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Shadow of the Night, Shadow Defense, Expertise||-||—||—||—||—||—|
|2nd||+2||Shadows Fang's, Sneak Attack||1d6||—||—||—||—||—|
|3rd||+2||Shadow Aspect, Cunning Action||2d6||2||2||—||—||—|
|4th||+2||Ability Score Improvement||2d6||2||3||—||—||—|
|5th||+3||Extra Attack, Uncanny Dodge||3d6||3||3||—||—||—|
|6th||+3||Shadow of the Night Improvement||3d6||3||3||—||—||—|
|7th||+3||Evasion, Shadow Aspect feature||4d6||4||4||2||—||—|
|8th||+3||Ability Score Improvement||4d6||4||4||2||—||—|
|10th||+4||Shadow of the Night Improvement||5d6||5||4||3||—||—|
|11th||+4||Shadow Aspect feature||6d6||6||4||3||—||—|
|12th||+4||Ability Score Improvement||6d6||6||4||3||—||—|
|14th||+5||Visceral Shadow, Shadow of the Night Improvement||7d6||7||4||3||2||—|
|15th||+5||Shadow Aspect feature||8d6||7||4||3||2||—|
|16th||+5||Ability Score Improvement||8d6||7||4||3||3||—|
|19th||+6||Ability Score Improvement||10d6||8||4||3||3||1|
Shadow of the Night
Beginning at 1st level, the night's darkness no longer suppresses your vision, and your footsteps seem deadened and muffled. You gain darkvision out to a range of 90 feet, and creatures have disadvantage on Wisdom (perception) checks to detect you.
At 3rd level, While in dim light or darkness you are hidden with a stealth check equal to 10 + your Dexterity modifier + stealth proficiency (+ an additional 5 if you would have advantage on a stealth check).
At 6th level, your skill has grown, allowing you to locate your prey more easily. You have advantage on checks made to locate or track a creature.
At 10th level, there is no darkness thick enough to hide your prey from you. Your darkvision allows you to see through magical darkness.
At 14th level, you can't be tracked by nonmagical means unless you choose to leave a trail.
At 1st level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
At 6th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.
Starting at 2nd level, when you are reduced to less than half of your maximum hit points you add your proficiency bonus to your damage to your attacks for one minute. You can not use this feature again until you finish a long or short rest. At 9th level, when you use this feature you also regain hit points equal to half of your damage dealt during the next minute. Any excess healing is converted into temporary hit points that remain for a minute.
At 2nd level you know how to strike subtly and exploit a foe’s distraction. You can deal an extra 1d6 damage to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of you and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shadow's table.
Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take an extra bonus action on each of you turns in combat. This action can be used only to take the dash, disengage, or hide actions.
Beginning at 3rd level you are able to choose your Shadow Aspect.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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.
Starting at 9th level, whenever you hit with a weapon that you're proficient with and deal damage, the weapon's damage increases by an amount based on your level in this class, as shown on the Lingering Shadow Bonus Damage table.
|Shadow Level||Damage Increase|
When you reach the 13th level, you are able to more easily spot a creature's weaknesses. Whenever you use the attack action, you are able to land a critical attack on a roll of 19-20. When you reach the 19th level, you are able to land a critical attack on a roll of 18-20.
Starting at 14th level, you have learned to pinpoint an opponents weakness and exploit them. When you make an attack with advantage, if it hits you can choose to make it an automatic critical hit. You can use this feature a number of times per day equal to your Charisma modifier(minimum 1), you regain all uses of this feature once you finish a long rest.
Starting at 17th level, you have mastered the shadows to be capable of using others blood to your advantage. Whenever you hit a Visceral Shadow, you can heal for the damage dealt with the Visceral Shadow.
Starting at 18th level, you can draw your weapon and strike with an uncanny speed. If you take the Attack action on your first turn of a combat, you can make one additional melee weapon attack as part of that action.
At 20th level, you learn how to focus all your energy and strength in a vital spot of your enemy. When you hit a creature with an attack, you can force the creature to make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Dexterity or Strength modifier (your choice). On a failure, a creature with 100 hit points or less die instantly. If the creature has more than 100 hit points, it takes 10d10 additional damage. On a success, a creature takes half this total.
Once you use this feature, you can't do it again until you complete a long rest.
Aspect of Shadows
With the soul of a shade taken by your blade's first owner, it takes you as its host, allowing you to bend the darkness to your will.
- Shadow Weapons
When you choose this Aspect at 3rd level, you learn how to manipulate the darkness and the shadows, using them as weapons. You learn how to cast the spell darkness once per long rest. You also gain the ability to pick a Shadow aspect weapon which cannot be disarmed. Whenever you finish a long rest, you can touch a weapon, and bond with it. You can chose one of the following weapons as your bonded weapon: battleaxe, dagger, glaive, greataxe, greatsword, halberd, handaxe, longsword, rapier, scimitar or shortsword.
You actively move your blade, using the connection between you and your bonded weapon to fend off enemies. While wielding your bonded weapon you can use your reaction to gain resistance to any type of damage until the beginning of your next turn. Every time you reduce damage in that way, your weapon takes an equal amount of damage.
Your bonded weapon has a number of hit points equal to 5 + 5 hit points for each level you have in this class. If your weapon is reduced to 0 hit points, it is chipped and cannot be used until is repaired. When you take a long rest, you can repair your weapon to its full hit points, if you have a smith's tools in hand.
Starting at 5th level, your attacks made with your bound weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Starting at 8th level, when a creature misses you with a melee attack, you can choose to make a melee weapon attack with your bound weapon against the creature at disadvantage.
- Shadow Step
At 7th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
- Shadow Blades
At 11th level, you summon blades made of shadows to attack your enemies. You can cast cloud of daggers 1d4 + 2 times per day regaining all uses after you finish a long rest. In addition you gain expertise in the stealth skill.
- Shadows Rhythm
At 15th level, you have mastered the ways of a shadows rhythm. As a bonus action you can begin to walk in a 20-foot-radius circle as illusory duplicates of yourself appear around the entire circle mimicking your walk and it’s impossible to track which image is real. All attacks on you are at disadvantage while inside the circle, and you are under the feats of mirror image, refreshing after each turn. For up to a minute, no sound can be created within or pass through the sphere created with this ability. Any creature is deafened while entirely inside it and casting a spell that includes a verbal component is impossible there. Any target trapped within the sphere must make a DC 10 + your Stealth modifier or become frightened of you. You can use shadows rhythm 1d6 + 2 times a day regaining all uses after you finish a long rest.
Aspect of Hunting
The aspect of hunting has Shadows employ their own flesh and blood in the slaughter of their enemies.
- Blood Price
Beginning when you choose this aspect at 3rd level, you gain the ability to utilize your health to enhance your attacks and defenses. You gain the following features: Shadow Slice and Shadow Block. Shadow Slice. Whenever you hit with an attack, you may sacrifice a number of hit points and add the amount sacrificed to the attack's damage roll. The number of hit points sacrificed cannot exceed triple your proficiency modifier. Shadow Block. When another creature hits you with an attack, you may use your reaction and sacrifice a number of hit points, gaining +1 AC for every 3 hit points sacrificed. The number of hit points sacrificed cannot exceed triple your proficiency modifier. You may only Shadow Block or Shadow Slice once per round.
- Hunt of Blood
Beginning at 7th level, you gain Proficiency in Perception and Survival, if you are already proficient add double your proficiency modifier. Additionally, as a bonus action you can sacrifice 1 hit point to learn the general direction of every creature within 100 feet of you that has blood.
- Thrill of the Hunt
You live, breathe, and thrive in the heat of the hunt. Starting at 11th level, you have advantage on your initiative rolls.
- Strength of the Hunter
Starting at 15th level, you gain increased power when below half of your maximum health. Whenever you use your Shadow Slice or Shadow Block features while below this threshold, you gain double the effect for each hit point sacrificed.
At 18th level, your sacrifices only take away a portion of your power. Whenever you sacrifice a number of hit points, you gain an amount of temporary hit points equal to half the hit points sacrificed. These temporary hit points last for up to one minute.
Aspect of Crimson
At 3rd level you gain the ability to cast spells.
You can call upon the spirits of the shadows to form together in the appearance of arcane magic which you can use to your advantage. You may use an arcane focus as a spellcasting focus.
At 3rd level, you know three cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
- Spell Slots
The Shadow table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these warlock spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Shadow table shows when you learn more warlock spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th 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 warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells. 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 warlock 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 Warlock spells.
- Crimson Exchange
Starting at the 19th level, you can sacrifice 1d4 + 4 hit points to gain a 5th level spell slot for one day. You can only have maximum of 1 5th level spell slots gained in this way.
- Shadow Magic Table
|1st||inflict wounds , ray of sickness|
|2nd||blindness/deafness , blur|
|3rd||feign death , nondetection|
|4th||death ward , phantasmal killer|
|5th||dominate person , modify memory|
- Crimson is Power
You are able to replace blood by infusing it with arcana energy that you may use later. Starting at 3rd level, as a ritual that takes one hour you may sacrifice hit points equal to twice the level of your current warlock spell slot to gain additional warlock spell slot of that level. The amount of extra spell slots you make is equal to the maximum amount of warlock spell slots available to you. While you have these additional spell slots your hit points maximum is reduced by an amount equal to the hit points spent or you take a long rest, whichever happens first.
- Crimson Bond
At 7th level, when you would be hit by an attack or damaging spell you may use your reaction to sacrifice 1 hit point for every point of damage you have taken. You deal triple your sacrificed hit points as force damage to the attacker. Once you use this feature you must finish a short or long rest before you can use it again.
- Crimson Shadow Siphon
At 11th level, when you deal damage with a spell or attack you gain a number of hit points equal to the targets Constitution score up to your hit point maximum.
At 15th level, you may use a bonus action when you hit a creature with a spell and sacrifice 5 hit points to deal force damage to the target, in addition to spell damage. The damage is 2d10 for the first 5 hit points sacrificed, plus 1d10 for every 5 additional hit points to a maximum of 5d10.
Proficiency. When you multiclass into the Shadow Fang class, you gain the following proficiency: Stealth.