Shadow Monarch (5e Class)

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Shadow Monarch[edit]

There was once an Absolute Being that created two powerful races, the Rulers, and the Monarchs. The Rulers were creatures of creation, the Monarchs were creatures of destruction. Due to their natures, they waged war on each other for centuries. Eventually, With the destruction of the last Monarch, the Rulers found out that the Absolute Being had made the Rulers and Monarchs to fight each other for his own amusement. Angered and filled with grief from the gruesome war, the Rulers banded together and killed the Absolute Being. Only one out of the Rulers was still loyal to the Absolute Being and tried to protect it against the angered Rulers. Unfortunately despite his effort, he was outnumbered and killed.

While within the shadowy void of death this Ruler realized that the Absolute Being had planted a fragment inside of it's most faithful servant, as a contingency for when everything went wrong. A powerful and terrifying power capable of ending everything. True power over Death. Realizing that his faith and sacrifice had been nothing more than a final pawn for the Absolute Being game and amusement was too much. With this final betrayal, the rulers mind shattered and was corrupted; becoming the first Shadow Monarch. Consumed by the fragment and corrupted, he went out to kill the Rulers who had betrayed the Absolute Being. After succeeding, he wandered death for eternity until drawn to a mortal connected to death. Appearing before them he passed his power to a mortal to do with as they saw fit before finally dispersing within death. YOU are that Mortal.

The Power of Death[edit]

Shadow Monarchs are beings that use the power of death gifted to them from a corrupted fragment of power left by the Absolute Being, a god from the dawn of time that had been betrayed and overthrown by his own creations. With a final act of betrayal the god took his most faithful and corrupted him, twisting him into a instrument of his final act of vengeance and amusement He became the first Shadow Monarch. The first Monarch didn't know why he remained within existence once his task was completed nor why they have the power to take the souls from the deceased and use their energy to form soldiers that can be stored within shadow. Wandering in the eternity of death, he seeks sought something unknown. Your character may not know the reason why they were chosen to be given the powers of the Monarch, and only with time may some of these answered be gleamed. But caution to those who stare within the abyss, for the when you stare within the abyss something always stares back.

Creating a Shadow Monarch[edit]

When you are creating a Shadow Monarch ask yourself why your character why do they want to use the power of the shadows? Is it to use the enemy forces against them for revenge? Do they want to see a loved one return? Why would the first Shadow Monarch give you this power? Were you walking on the edge of death all of your life for a good cause? Did he see you as worthy for your good deeds, maybe he gave it to you to try to fulfill your desires to conquer the world? When making a Shadow Monarch you are not relying on your soldiers, you are the leader of your soldiers, and your strength and speed defines such.

Quick Build

You can make a Shadow Monarch quickly by following these suggestions. First,Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Survivor background. Third, choose a reason why you want the power of death.

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[1]

Class Features

As a Shadow Monarch you gain the following class features.

Hit Points

Hit Dice: 1d12 per Shadow Monarch level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Shadow Monarch level after 1st

Proficiencies

Armor: Light and Medium
Weapons: Martial, Simple Weapons
Tools: none
Saving Throws: Dexterity, Constitution and Wisdom
Skills: Intimidation, Arcana, Religion, Stealth

Equipment

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

  • (a) Pair of short swords or (b) Long Sword or (c) 2 Daggers
  • (a) cloak or (b) amulet (non-magical)
  • If you are using starting wealth, you have 20 Silver Coins, 10 gold Coins in funds.

Table: The Shadow Monarch

Level Proficiency
Bonus
Features
1st +2 Monarch's Touch, Fighting Style,
2nd +2 Shadow Extraction
3rd +2 Shadow Infiltrator, Animating Shadows, Extra Attack
4th +2 Ability Score Improvement, Shadow Weapon
5th +3 Shadow Inventory
6th +3 Shadow Exchange, Shadow Copy
7th +3 Monarch's Aura, Monarch's Domain
8th +3 Ability Score Improvement, Monarch's Domain
9th +4 Black Heart, Evolution of the Hunter,
10th +4 Evolutions of the Shadows, Soul Harvest
11th +4 'Full Recovery', Army General
12th +4 Ability Score Improvement, Loyalty of the Shadows, Extra Attack,
13th +5 Naming Shadow
14th +5 Shadow Armor
15th +5 Shadow Infiltrator+, Stealth,
16th +5 Ability Score Improvement
17th +6 Arm the Faithful, Shadow shape
18th +6 Realm of the Shadows of Death, Extra Attack
19th +6 Ability Score Improvement, Monarch's Hallowed Elites,
20th +6 Shadow Sacrifice

Monarch's Touch[edit]

As a bonus action, you can make a floating, even invisible, spectral hand appears at a point you can choose within 60 feet of you. You can make the hand interact with any object or creature.

You can use the spell although an object that is not bodied or bodied up to 60 feet in any direction, ends if the distance approaches the spell's range of 60 feet. The maximum weight you can maneuver is 100 times your Wisdom modifier.

If used to attack a creature, it deals 1d8 necrotic damage, if armed with a weapon, it uses the weapon's normal damage, applies its effects, and deals an additional 1d4, and this damage is inflicted as necrotic damage.

Your Spell Resistance DC = 8 + your proficiency bonus + your Wisdom modifier.

Likewise, you can use this ability to force a creature with dark power. It can make a Wisdom saving throw or it will be able to be moved by the hands. An execution action on the initiative of an action takes on all execution actions of the attack. At the end of its turns, the creature can make a Wisdom saving throw to dispel the effect.

You gain another spectral hand at 5th level and another at 10th and 15th level. You can command all of your spectral hands as a bonus action. Also, at 5th level the range of this effect will extend to 80 feet, and again at 10th level (100 feet) and 15th level (120 feet).

Fighting Style[edit]

You adopt a style of fighting as your specialty. Choose one of the following options.

Archery: You gain a +2 to attack rolls you make with a ranged weapon.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. When a the damage dice Crits, the damage is doubled, also, you do not take penalties from dual-wielding

Unarmed Fighting: Unarmed attacks deal d6 + Strength (or d8 + Strength if you have no other weapons or shield)

Thrown Weapon Fighting: Draw thrown weapons with the attack action, and add +2 to damage

Defensive: While you are wearing armor, you gain a +1 bonus to AC.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

At levels 4 and 9 you may choose an additional fighting style besides one you have already chosen without penalty.

Shadow Extraction[edit]

Starting at 2nd level, you can resurrect the shadows of fallen creatures and keep them as soldiers to fight under your control. As an action, you can attempt to extract the shadow of a creature within 30 feet of you that has been dead for no longer than 168 hours, and that is not a construct or inorganic creature. Each Shadow you extract will become a soldier that you can control. The shape of the summoned creature is the same as when they were alive, but the color is ink black with shadowy wisps rising from its body, and eyes that glow with eldritch blue light. Their base HP and armor class will be represented in the chart below. The attack of your summon is based on the summons unrestricted attack from when it lived. Your summon has any abilities it had while it lived and cannot be turned against you.

You can store a number of soldiers equal to your level. At level 3 you can add your proficiency to the number of shadows stored. At level 7 you can add your wisdom modifier to the number of shadows stored. At level 18 you can double the total number of shadows you could have. Once extracted the soul will immediately be stored in your shadow, if there is no room you must choose to release a stored soldier into smoke or forfeit the new soul. At the 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th levels you increase your capacity to store shadows by by 2 units.

Extraction & attempts

Using your action, you can extract the Shadow of a fallen creature, within 168 hour of its death (7 days). In order to attempt to extract the soul of a creature, you have to roll a Dc of 8 + the creatures CR. You have three chances to extract The shadow. If you fail 3 times, the soul is lost forever and cannot be attempted to be extracted ever again and you gain 2 level of exhaustion. Additionally, you cannot extract the Shadows of anything that would have either a god or entity protecting them (I.E warlocks who have made pacts with their patrons or loyal clerics and paladins following the will of their god).

Shadow Energy

You have the a number of energies equal to your current shadow storage times two, every two hour you have a shadow summoned you expend an energy per shadow. You regain full energy on a long rest and a quarter of your maximum on a short rest. Additionally the Monarch has the ability to borrow the power of a soldier, you may cast a spell that one of you summons know by expending 2 energies for a level one spell, 3 for a level 2 spell, 5 for a level 3 spell, 6 for a level 4 spell, 7 for a level 5 spell, 9 for a level 6 spell, 10 for a level 7 spell, 11 for a level 8 spell, and 13 for a level 9 spell.

Army General

At level 11 you can choose a Shadow to be the most loyal soldier and general of your army. The chosen shadow gains the passive ability that whenever it can be killed by an attack (must choose to do so before the damage roll) you can use a reaction to return him to his shadow unharmed, with his health fully restored. (You can only use this ability once per long rest). This does not provoke an attack of opportunity. Whenever you gain the Ability score improvement class feature, your shadow's abilities also improve. Your shadow can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. This shadow can no longer be permanently destroyed unless released. If you choose a new shade. The old one lost all improvements. As the new general gets instead. the soldier chosen as general remembers details and information from before his death. They can communicate with you and other living beings using the languages ​​you know, he can also use the language he knew before his death.

Soldier Enhancements

Your servants now gain one of three passive abilities:

Option a: you can deploy three using your action where you could only deploy one previously
Option b: Soldiers may now make skill checks for you.
Option c: Soldiers remember details and information from before their death. They can communicate with you regardless of language, your shadows can communicate with other individuals if she is Rank 5 and up.

At level 5 you may choose an additional passive ability for your shadows to gain, and again at level 10.


Soldier Levels

after the extraction a shadow roll 1d100(00-99) to decide the level of the shadow. 1-19=1st, 20-40=2nd, 41-49=3rd, 50-59=4th, 60-68=5th, 69-75=6th, 76-81=7th, 82-86=8th, 87-91=9th, 92-96=10th, 97-100=11th. If you wish to level up a shadow, you must sacrifice one shadow per level. The higher level the sacrifice, the more exp the shadow gains. once per level you may rank up a shadow of your choice by 1, shadows of knight and above may keep their original armor class. Shadows of Commander rank and up are immune to non-magical damage

Grades HP Armor Class
1st-Normal 25% of original 11
2nd-Infantry 35% of original 12
3rd-Elite 50% of original 13
4th-Knight 60% of original 14
5th-Elite Knight 75% of original 15
6th-Commander 85% of original 16
7th-Colonel 100% of original 17
8th-General 110% of original 18
9th-Major General 125% of original 19
10th-Marshal 135% of original 20
11th-Grand Marshal 150% of original 22

Shadow Infiltrator[edit]

At level 3 you get the ability to infiltrate and store your soldiers in the shadow of other people. As an free action, you can choose a creature within 30 feet of you and infiltrate a single soldier in his shadow. The soldier is imperceptible to normal senses and in total cover unless you choose the soldier to leave the shadow of the creature or return to you.

As an action you can see what your soldiers see in the perspective of inside other people's shadow, during this time, you are deafened and blinded of your own senses. While in the shadow of another creature, he still counts in the number of your stored shadows. If the shadow is over 5 miles away from you or is destroyed, the connection is lost and the Shadow return to your storage. You can communicate with your servants at any distance to discuss plans and you can now allow them to use magic items. Items given to a shadow become part of the shadow and will remain with them unless you remove them or if they are destroyed while in use by the shadow.

Shadow Infiltrator+ - At level 15, the soldier no longer loses the connection after being 5 miles away and can stay in a creature for at least 30 days.

Animating Shadows[edit]

Starting at level 3, using your bonus action you can bring to life the shadow of a creature you can see within 30 feet. . The target must make a Wisdom saving throw against your spell save DC or your shadow animates on a malevolent attacker. The shadow constantly attacks him, granting advantage on all attacks against him. In addition, the shadow deals an extra 1d6 necrotic damage at the start of each target's turn this damage increases to 2d6 at 6th level, 3d6 at 9th level, than 4d8 at 12th level. At the end of each turn, the target can attempt a Wisdom saving throw against your spell DC to dispel the shadow and end the effect. If the target dies while its shadow is linked, it becomes part of the caster's army. If the summoned shadow is from an ally, the shadow attacks the nearest enemy in sync with the shadow's owner. At the 6th 9th and 12th level you gain one more use of this ability

Ability Score Improvement[edit]

When you reach the 4th level, and again at 6th, 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.

Shadow Weapon[edit]

In the 4th level, you shadow starts to take shape as per your will, as an action, you're able to produce 2 different weapons that you are proficient with from your shadow, each having the same dice damage from a normal weapon but dealing necrotic damage to anyone hit by it. If thrown you may use a bonus action to pull them back to you. You can also imbue a normal weapon with your shadows and add 1d8 necrotic damage to the weapon original damage, the shadow weapons also deal additional damage. At level 14 this becomes 1d12.

Extra Attack[edit]

Starting at 3rd level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 12th level, and four at 18th level.

Shadow inventory[edit]

Beginning at 5th Level, the system has shown favor within you and has decided to grant a gift the shadows you control now makes way for you and provides a safe space for you, whenever you are NOT in combat you can slip into your shadow and enter a pocket dimension that has an area of 100ft x 100ft, height limit of 100 feet. You can place any item in there that you are holding/touching. You cannot bring another creature with you until level 10, at which point you can bring in up to 4 people/creatures (including yourself). While in this room, nobody can cast spells. You can only throw or withdraw items from the inventory if you are in battle. if you want, you can just put the items or remove them from the inventory without having to enter the shadow dimension.

Shadow Exchange[edit]

At level 6, as a bonus action, or as a reaction in response to being hit by a weapon attack or magic attack, you can switch places with a shadow soldier, no matter the distance. You cannot do this if there is an area where the spell is negated, or if for some circumstance the shadow is impossible to locate because it is destroyed. You can only use this ability once per 12 hour period.

At 16th level, you gain a number of uses equal to your constitution + Proficiency Modifier.

you and a creature that is cuddled with you can swap places with a shadow, if you want to swap places without taking the creature even cuddled with you.

Shadow Copy[edit]

At level 6 as an action the caster is able to summon a copy of himself made of shadows, this shadow has half the stats of the monarch, it is friendly to allies and immune to mind control or magical suggestion spells and always acts after the caster. Only one use per day. It can store half the number of shadows as the monarch rounded down and there can only be 3 copies of the monarch at any given time. There is no discernable difference between the copies and the monarch, magical or otherwise and the copies see themself as an extension of the monarch himself.

Monarch's Aura[edit]

At level 7, you begin to grasp the power of a true monarch. The power flowing in you can be felt for anyone around you. As a bonus action, you create a 30 foot aura around yourself. Once per turn you can make an intimidation check against an enemy within your aura, if your enemy fails, they'll fall into a deep fear and will start hallucinating for 1d4 turns. While hallucinating they cannot attack you or your allies/minions and will either attack their allies or run away in extreme fear or freeze while hallucinating.

Additionally your shadows within your aura get +1 to their ac, +2 to hit and an extra 1d6 to their total damage.

Monarch's Aura + At the 12th level, your aura is more expressive and now it can hurt more than your enemy's mind. At the start of your turn, you deal 1d8 psychic damage to each enemy within your aura.

Your shadows can't have disadvantage on any of their checks or attacks while in your aura. Enemies targeted with this that cannot be intimidated fly into a fury attacking you and all of your allies/minions with the intent to kill until the hallucinations end. (this does not force the enemy to attack their allies, but does make them willing to hurt their allies if it means doing damage to you or your allies)

Monarch's Domain[edit]

At level 8, rule now as a monarch who has more mastery of your power. You expand your domain, as an action, to a radius of 30 plus your (wisdom modifier times 10), commanding your most powerful soldiers, your soldiers gain 1d4 damage reduction, +1 armor class, and add a 1d6 to your attacks and damage. You can hide as a bonus action, have 20 higher movement speed, and can crit with 17-20 with melee attacks. This feature can only be used after a long rest. At 12th level the damage reduction changes to 2d4, and at 18th level the die changes to 2d8, at 20th level it can be used after a short rest. Additionally, anyone considered to be an enemy, while inside your domain, the use of teleportation, gates, or otherwise dimensional jumping are nullified. The use of similar domains/auras can combat the effects of yours and should be decided by the two opposing forces competing in a roll of their spellcasting modifiers. Additionally the monarch gains advantage on concentration rolls. The domain can not be moved and lasts until released or until an outside force dispels or otherwise cancels it. Shadows inside the domain cannot leave while it is active.

Black Heart[edit]

At the 9th level, you have spent so much time dealing with shadows/undead and the forces that animate them that you have become partially immune to some of their worst effects. You gain resistance to necrotic and poison damage, and your hit point maximum can't be reduced.

King of the dead: the king of the dead skill is a trait. To activate this trait, you must have been fully killed once. your character instead of dying for good activates this trait and stabilizes. Other enemy undead creatures that see you for the first time must make a constitution saving throw against your power (level+proficency) , on a failure the creature becomes paralyzed in necrotic fear for 1d6 turns, during this state of fear you may roll a wisdom check (creatures cr+6) on a success the creature will submit to your authority, becoming a shadow if you will it.

Evolution of the Hunter[edit]

At 9th level, you become more powerful the more you and your shadow soldiers kill or comrades kill. You get the following bonuses below per kill (Only for player, not soldiers.). You must be the one to kill or participate, watching will not count. You now have life-or-death training and access to titles, evolved abilities, and appearances that kill.


A Walk with Death

Killing living creatures grants temporary hitpoints equal to the creature's cr. Killing 50 creatures with a cr 2 or higher within a 7 day period grants 1 permanent Natural AC for every 50 killed (this bonus is capped at +3 ac).

Your strikes are deadly. Killing 50 living creatures with a cr of 2 or above within a 7 day period will give you +1 to all your attack and damage rolls ( this bonus is capped at +4)

If you kill a creature of cr 10 or above gain the ability shadow regeneration

At the start of your turn heal 1d4 hit points.

If you kill a creature of cr 20 or above gain the ability Necrotic life Whenever you deal necrotic damage you heal for half of that damage dealt. Additionally, the first time you would die instead cast false life on yourself and heal back to full hit points you can only use this ability once every 7 days.

If you kill a creature above cr 30 or above gain the ability shadow annihilation: Once every day you channel all of your energy into one ultimate attack, Create a large magical shadow blade, the attack roll is your level+ your proficiency, the damage is xd12 where x is your level.

Weapons of Destruction

Choose your weapon of death. You can get another at level 12.

Short Swords

Give additional 1d12 damage on each attack. The short sword's damage is doubled if your opponent's level is higher than yours and you are fighting him alone (Your shadows do not count). Damage triples if there is more than one opponent. If you have 2 or more allies with you (Shadows do not count) the additional damage of 1d12 changes to 1d8. Dual wielding counts as its own attack, so it would be 1d12 times whatever it was for each. Gives you proficiency in athletics, if you have already had proficiency, it becomes expertise.

Daggers

Give additional 1d8 damage. The dagger's damage is doubled if your opponent's level is higher than yours. The damage amount won't decrease with up to 4 allies (Your shadow do not count) but more than that and the bonus rolls cannot be applied. Daggers do an additional 1d12 if thrown. They cannot be taken out of it hits the target until the target dies, unless the dagger hits a weak spot or you remove it by your self. Dual wielding counts as its own attack so it would be 1d8 per dagger. Daggers have a bonus depending on what the dagger is made out of it can have a chance to do an additional effect to the opponent. Gives you proficiency in stealth, if you have already had proficiency, it becomes expertise. Increases your movement by 20 feet

Long Swords

Gives an additional 1d20 damage, this goes to 1d12 if you have 3 allies with you, 1d8 for 4 allies, and 1d4 for anything above. Can be dual wielded but its damage is per turn, not attack. Dual wielding lowers the additional damage by 5 if the damage is above that, but gives an extra attack afterward. Using 2 hands to grab the sword allows you to do an additional 1d20 damage, however, ALL opponents now get to act first if they plan to attack you. Gives you proficiency in intimidation, if you have already had proficiency, it becomes expertise. Increases your movement by 10 feet

Pole weapons

Allow you to attack twice for attack action and deal an additional 1d4 per successful hit and give a choice on each turn, you can either not attack and study 1 opponent to find the spot that would induce the most pain dealing damage equals to your shadow monarch level, attack once and hide or escape combat if the area allows it. When hiding / escaping the opponents closest to your attack will have to roll perception to see where you went, if the opponent has a very good sight and see you, you will be hidden from everyone except for them. Gives you proficiency in Perception, if you already had proficiency, it becomes expertise. Increasses your movement by 30 feet and you can Dash as a bonus action.

Great Swords and Clubs

They do not give bonus damage but successful attacks that deal over 5 damage will knock the opponent back 10 feet, if they hit a wall they are stunned for their turn. If they fall after being hit they are stunned for 2 turns. If it does over 10 damage it will also deal damage to other enemies in the range of your swing dealing -2 stacking to each opponent the further they are from the initial target. Great swords do not follow that limitation but lower your movement by 10 feet, clubs to not. gives advantage on initiative.

Staffs and Spears

They do not give bonus damage but they can disarm any opponent as long as the weapon is not an extension of their body as a bonus action. The opponent would have to roll against it but they have disadvantage. If their roll is successful they can grab your weapon and take it or pull you towards them. Gives +5 to initiative. Allows you to Dash.

Axes and Hammers

They do not deal bonus damage but can cause opponents to stagger. If the opponent staggers, they lose their turn. If you deal the killing blow to the enemy with an axe you take their total health as damage and get a free attack on the next opponent. If that kills their health gets added so if the first opponent had 50 health and the second had 30 you are now dealing 80 damage to the next person for free. If the opponent is a higher level than you they can roll a save with disadvantage, if successful they take no damage. When killing with the hammer the first attack against any different opponent will stun and they will lose a turn. The more you kill with it, the more turns the opponent you hit gets skipped. If you hit the ground with 20+ damage using the hammer, all opponents in 30 feet are stunned and lose their turn. they have to roll with disadvantage to not be stunned. . Lowers movement by 10 feet, give an additional 10 feet of attack radius.

Life and Death Training

your body has adapted and strengthened. you can gain one of the following attributes:

Longevity: All diseases, poisons, and status effects heal slowly, and sleeping will explosively increase regeneration ability. This is different from Full Recovery.
Eagle Eye: can spot the weak point of 1 target enemy in a fight and hit it with pinpoint accuracy. if successful no one can roll a save against the attack. can only use on another opponent if the first target has been killed or downed.
Dragon's Fear: any opponent or allies weaker than you will feel true fear if they look at you or are around you. This does not affect those that see you with affectionate eyes, those that are kind are not scared of you but are wary and will be reserved. If you are hidden or disguised they won't know where the source of their fear came from unless they have heightened senses or detection.

You gain another at level 15 and 17.

Looks that Kill

Your looks cannot be ignored, you are one of the most handsome / beautiful people anyone has ever seen. People are more willing to talk to you and open up to you. People will admire you up close and at a distance. You become the center of attention and the person of their dreams. Those weaker than you will believe anything you say, and you have an advantage on persuasion, performance, deception, and intimidation against anyone stronger than you. Those that are immune to such effects must make rolls with disadvantage and if successful they cannot be affected for 48 hours. Your voice whether talking or singing serenades the ears of those that hear it, and you have an easier time learning 2 other forms of entertainment. This does not work when walking using stealth or disguised as they can no longer see your face or body. Your voice remains the same unless you try to disguise it.

Titles

Titles are accomplishments, that give bonus's. They are to be created by the DM and given when the player accomplishes it. An example from the source is: " Wolf Slayer," A title given to a hunter experienced in slaying wolves. (40% increased stats against beast-type monsters.) Or: " The One Who Overcame Adversity," A title given to those who overcame adversity heroically. (Your stats increase proportionally to your missing health. 1% stat increase every 1% HP missing.)This trait can only be used if the GM allows it to be used.

Evolutions of the Shadows[edit]

Beginning at 10th Level, you can change the species of all beast type soldiers to a larger, similarly shaped species at your DM's discretion. This also adds a passive ability to these shadows where they can change between their original and upgraded species. (ex: wolf shifts form to become a dire wolf). Now your shadows damage count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Soul Harvest[edit]

Starting at 10th level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any shadow under your control have killed one or more creatures you gain hit points equal to your Wisdom modifier + 1d10.

'Full Recovery'[edit]

Starting at 11th level, once per long rest, you can regain half your health and heal from all conditions as long as you're not incapacitated, but doing so induces 1 level of exhaustion. Along with this, you may recover one limb during a long rest but doing so will have you gain one exhaustion. If a limb is recovered, then you must wait 3 days before another limb can be restored.

Loyalty of the Shadows[edit]

At level 12, Your Soldiers have devoted themselves to you and they wish to be beside you at all times. Your current storage capacity is doubled. You have also learned how to summon all your army at once as a full action. However, doing so gives you 2 levels of exhaustion. After using this skill you can't use this feature again for 2 days.

Naming Shadow[edit]

Naming something isn't that much in many moments or places. But for your shadows, that value loyalty as the most important thing in their life, a name means more connection to its master and therefore, more power. At the 13th level you gain the ability to name your shadows. Changing their old selves and turning into something new, the shadow with a new name change appearance and abilities.

Pre requisites

To name a shadow it must have one of the three following requisites:

Being of the highest level, if the shadow has achieved its most powerful form it can emerge as stronger than before by receiving a name from its master (it gains powers based on the dms discretion)

Shadow Armor[edit]

At 14th level you can concentrate and command the shadows around you to generate jet-black armor increasing your Stealth, Initiative, and AC by 2 as an action. You do not need to roll to keep concentration as a result of being hit. You can also sacrifice a shadow soldier to form them into shadow armor on another creature.

Shadow Stealth[edit]

At the 15th level, you may take an action to go into complete invisibility, with your movements being concealed and unheard. Divination-type spells cannot detect you in any way shape or form. If you attack while in this form you lose the invisibility but if you successfully hit your target you deal an extra 4d10 damage with your attack. You may use this twice per long rest. You may conceal yourself for 2 minutes per charge, or you may consume both stealth charges to boost the concealment to last for 5 minutes.

Arm the Faithful[edit]

At level 17, Your soldier's devotion to you has reached a point where your shadows form into magical items. Each soldier at the elite knight level or above can use, attune, and wield magical items, they take magical items back to your shadow realm with them and attune to the item there.

Shadow shape[edit]

At 17th level, your body is now sustained by shadow. Parts of your figure seem to flicker with darkness when you move, and wispy tendrils of shade curl from your form. You gain the following benefits: You no longer need to eat, sleep, or drink. You stop aging and are immune to being aged magically. You are immune to necrotic and poison damage, as well as the poisoned condition. While in dim light your movement speed becomes 45ft. When your hitpoints drop to 5 or lower, while at 5 or lower you can only ever take 1 damage at a time for each instance of damage.

Realm of the Shadows of Death[edit]

At level 18 you may take an action to activate the Monarch's Dominion. This causes the floor within a 120ft radius in a point you choose within 60 feet to become dyed black in shadows. The area is treated as magical darkness, in which you and your soldiers can see perfectly in. You and your soldiers will also get your proficiency bonus added to their attack rolls and damage while they stay in the cone extending upward indefinitely. This stacks with their original proficiency. The territory will dissipate after one hour, and cannot be removed with light in anyway, including magical means. This ability can only be used once every 24 hours.

Monarch's Hallowed Elites[edit]

At 19th level you can take a bonus action that makes it so that your soldiers are cloaked in reflective shadow armor, making them seem to slip in and out of vision. This gives all enemies disadvantage on perception checks targeting them, as well as disadvantage on attack rolls while they are not constrained. The armor also augments their abilities, giving them advantage on strength and dexterity based checks, including attack rolls. Lastly, this gives all soldiers of General Grade or higher a single use of the spell Counterspell. If the opposing spell is of 4th level or higher, soldiers use your Intelligence Score as the spellcasting ability for the check. Soldiers may expend their use to up cast another Counterspell by 1. This lasts for 3 hours, and after which the Soldiers retreat to your shadow until the next short rest. This ability can only be used once every 48 hours

Shadow Sacrifice[edit]

When you reach 20th level, you can sacrifice your own Shadow Soldiers to preserve your life. If you are ever reduced to 0 hit points, you can choose to sacrifice one of your Shadow Soldiers (no action required). If you choose to sacrifice it this way, it ceases to exist and cannot be summoned again. Then, you regain a number of hit points equal to the sacrificed Shadow Soldier's current hit points before it died. To do so, the Shadow Soldier must be within 1 mile of you, and must be on the same plane of existence as you. Once used, this feature can't be used again until you finish a long rest.

Multi classing[edit]

Prerequisites. To qualify for multiclassing into the Shadow Monarch class, you must meet these prerequisites: 8 Wisdom, 12 Dexterity

Proficiencies. When you multiclass into the Shadow Monarch class, you gain the following proficiencies: Armor: Light and Medium Weapons: Martial, Simple Weapons

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