Shadow Heart

From D&D Wiki
Jump to navigation Jump to search

Shadow Heart[edit]

Fighter Archetype

Somber warriors who embrace the corruptive influence of darkness, the Shadow Heart is trained in shadowmancy, the art of controlling darkness. These warriors can engulf their bodies into the magical shadows of the Shadowfell, using shades as extensions of their own body. This dangerous art corrupts the minds of weaker individuals, but to those who can control it, insurmountable power awaits.

Shadow Infused

At 3rd level, you can use a bonus action to magically infuse yourself with darkness. That lasts until you lose concentration (as if concentrating on a spell) or until you dismiss it as a bonus action. This also ends if you start your turn in an area of bright light.

While infused, you have an AC of AC 10 + your Constitution modifier + your Dexterity modifier, and you can see on normal or magical darkness up to a range of 120 feet. In addition, while infused, you gain the following benefits:

Arms of Shade. When you take the Attack action on your turn, you can manifest limbs of darkness that extend from your shadowy body. Attacks with these limbs are considered made with a simple weapon that has the reach and finesse property and causes 1d6 slashing damage on a hit. The reach of this attack doubles while you are in dim light or darkness.
Shadow Grasp. You can grapple creatures within reach of your Arms of Shade. When a creature provoke opportunity attacks, you can replace the attack by a grapple attempt. You can also force a creature to make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) instead of a contested Strength (Athletics) check to avoid and release itself from the grapple.
Legs of Shade. As a bonus action, you can move up to half your movement speed. This movement doesn't count against your maximum movement. When you use this bonus action, you can make this movement as a jump and you can move up vertical surfaces. On dim light or darkness, this movement is doubled and opportunity attacks against you have Disadvantage.
Corrupting Darkness

At 3rd level, you can unleash destructive shadows with your strikes. You have a pool of this infusion dice equal to your Constitution modifier (minimum of one). These dice are d6s.

When you hit a creature with a Melee Attack or grapple a creature with your Arms of Shade, you can spend a die and cause additional necrotic damage equal to the number rolled.

Once depleted, your pool is restored when you finish a short or a long rest.

Shadow Walker

Starting at 7th level, your Legs of Shadow allow you to teleport to an unoccupied speed within 60 feet. You can only teleport from and towards an area of dim light or darkness.

In addition, your attacks with the Arms of Shade are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.

Body of Darkness

Starting at 10th level, the shadows that coat your body have bolstened your resilience. You have resistance to necrotic damage.

Moreover, if you start your turn poisoned or affected by a necrotic effect (necromancy spell, hit point reduction, ability score reduction), you can expend a hit die and end every effect on yourself subjecting you to those conditions.

Shadowy Rebuke

By 15th level, when you lose concentration from your Shadow Infusion, you can use a Reaction to force a creature within 30 feet to make a Dexterity saving throw. On a failed save, the darkness jump into that creature's eyes, blinding it until the end of your next turn.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Avatar of the Void

At 18th level, as a Reaction when you lose concentration from your Shadow Infusion, you can re-summon it, and your Shadow Infusion is more powerful:

Arms of Shade. The reach of these attacks are only limited by darkness. When using arms of darkness or shadow grasp, you can attack any creature standing in a contiguous area of darkness to yours regardless of distance.
Shadow Grasp. When you grapple a creature with your Shadow Grasp, you can crush it with darkness instead of making an attack. You can replace any attack you can make on this turn for it, forcing that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take 3d6 necrotic damage.
Legs of Shade. Your movement distance for legs of shade Bonus Action double, and attacks made against you don't provoke opportunity attacks when you take that Bonus Action.

In addition, when you roll initiative and have no uses of your Corrupting Darkness feature left, you regain one use of that feature.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses