Shadow Walker (5e Class)
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A figure in dark robes slips into an ally, when his pursuers turn the corner, he is gone, slipped into the shadows. He steps out of the darkness in the halls of a stone castle. He walks down the hall counting the doors on his right, when he gets to the third, he stops. Then he begins to turn foggy and phases through the locked wooden door. As he approaches a man standing on the balcony with the assurance he wont hear him. The man is looking out into the darkness of the night, the dark figure slits his throat then lets the body down gently. He then walks out the door and down the hall as if nothing happened.
A young woman runs through the streets at night and jumps into a dark shadow. She pops out of another shadow on the roof of a nearby cathedral. Tying a rope around her waist and hooking it to a nook on the roof, she begins repelling down the side. She pushes back and on her swing forward phases through the stained glass. Cutting the rope and silently falling the rest of the way, she makes her way behind the alter to avoid two priests. She raises her hand and makes a noise in the other room causing the priest to investigate. Now alone, she starts to pick the lock of a hidden chest inside the alter. She pulls out a golden necklace lined with jewels and replaces it with a fake one. Putting away her lock picking set, she climbs the wall and phases through the glass into the streets.
A man in dark red leather armor perches in a tree waiting for a patrol of goblins. As one walks by they stop, distracted by a glowing symbol in the ground. The man jumps from the tree and stabs two goblins through the chest as he lands. As the goblins surround him he closes his eyes and breathes, focusing on the dark force in him. He begins to block, counter and attack the goblins in a furry of flowing and precise movements. When all the goblins around him drop, he wipes the blood of his blade, sheaths it and walks down the path, ready to confront the rest.
A Shadow Walker relies on skill stealth and the gifts given to them from the darkness. They find it easy to infiltrate and exterminate. They can learn to kill specified targets, steal valuable items or topple enemy soldiers.
The Darkness is a force that can be harnessed by a select few.
Shadow Walker Quirk
1. You are always cold to the touch.
2. Your smile is always very cruel looking.
3. You don't seem to bleed, even when badly injured.
4. You often talk with your shadow, though you never get any response.
5. Sometimes when you breath heavily you exhale dark mist.
6. You sleep best with a night light.
Creating a Shadow Walker
A few starting questions. Are you a native of the Shadowfell and now exploring the other planes? Were you banished by a Celestial for breaking an oath, or a pact with some Fiend, and have since adapted to your bleak new home? Perhaps you have been drawn to the whispers of the very essence of the Shadowfell? Or are you merely the hired 'Fixer' for a dark goddess or necromancer? And, do you want to leave this path behind, (chosen or forced), or sink deeper into the shadow and become something new to the world?
- Quick Build
You can make a Shadow Walker quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Charisma and Constitution. Second, choose the Shadow Bringer background.
As a Shadow Walker you gain the following class features.
- Hit Points
Armor: Light, Medium, and Shields
Weapons: Simple weapons and Martial weapons
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a Light crossbow and 20 bolts or (b) two daggers
- Studded Leather armor and thieves tools
- (a) cloak and hood (optional color) or (b) common clothes
|Spells Known||Features||Spell Slots||Slot Level|
|1st||+2||1d4||2||Shadow Strike, Night Eyes, Spell Casting||1||1st|
|2nd||+2||1d4||3||Dark Velocity, Umbral Visage||2||1st|
|4th||+2||2d4||5||Ability Score Improvement||2||1st|
|8th||+3||4d4||9||Ability Score Improvement||2||2nd|
|10th||+4||4d4||10||Ability Score Improvement, Shadow Casting||2||3rd|
|11th||+4||5d4||11||Aura of Darkness, Night Eyes||3||3rd|
|12th||+4||5d4||11||Ability Score Improvement||3||3rd|
|13th||+5||5d4||12||Corrupt Magic Device||3||4th|
|16th||+5||6d4||13||Ability Score Improvement||3||4th|
|19th||+6||6d4||15||Ability Score Improvement||4||5th|
Beginning at 1st level, you use the darkness to your advantage to strike a foe in their blind spot. When you attack, you can deal an extra 1d4 of the damage type to a creature you hit with an attack if you and your target are in dim light or darkness. The attack must use a one handed melee weapon or ranged weapon.
You don’t need to be in dim light or darkness if the enemy is incapacitated, or you have advantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Shadow Strike column of the Shadow Walker table.
At level 1, You gain Darkvision out to 60ft, if you don't already have it. If you already have Darkvision it is extended another 30 feet with the addition of Magical Darkvision of equal amount.
At 11th level, Your Darkvision extends to 120 feet, if it wasn't already larger. Your Magical Darkvision extends out to the same distance. (You can see through magical darkness from any source)
You have a special connection with The Shadowfell, at level 1 it grants you the ability to shape the magic within you to help survive in the bright world you are exploring. Your spells come from the warlock spell list.
At 1st level, you know one cantrip, the Arrow of dusk (5e Spell) Cantrip. This is the only cantrip you learn.
- Spell Slots
The Shadow Walker table shows how many spell slots you have. 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 warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest in dim or darker lighting.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher
At 1nd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Shadow Walker table shows when you learn more warlock 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 9th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
- Spellcasting Ability
Charisma is your spellcasting ability for your warlock 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 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
Additionally you have learned how to use your spells without material components as they are hard to come by in the Shadowfell. A dark shadowy mark appears on your person normally your off-hand, it is considered to be your arcane focus. As you gain levels in the Shadow Walker Class, the mark will grow. It is purely cosmetic and doesn't affect gameplay other than people will be curious if not wary of your otherworldly marks.
- Shadow Walker Additional Spells
These spells are added to your known spells without counting against your total.
1st Level: Zephyr Strike
2nd Level: Pass Without Trace
3rd Level: Blink
4th Level: Greater Invisibility
Starting at 2nd level, your light shadowy body allows you to disappear from view and move quicker than most. 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.
At 2nd level, Due to your body now existing fractionally in the Plane of Shadow, you get proficiency in the Stealth Skill or expertise if already proficient.
At 6th level you draw all of your biological needs directly from the Plane of Shadow, eliminating the need to eat, drink, sleep, or breathe.
At 3rd level, the Shadowfell is starting to deeply effect your being. When you cast a spell or cantrip, you can cast it without breaking your stealth. When you cast the spell or cantrip you roll your Stealth against the targets Passive Perception or Perception. The DM would use Passive for a non-damaging spell effect.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
At 5th 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. If you take the Attack Action before the end of your turn you can make two attacks. Shadows created from creatures your size category or larger than you can be shifted to.
At 7th level, your connection to the Shadowfell protects you from 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, and only half damage if you fail.
At 9th level, When you cast the Arrow of Dusk cantrip you can add half (rounded down) your Shadow Strike dice to the damage. All the other rules for the Shadow Strike class feature still apply to you.
Starting at 10th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Aura of Darkness
At 11th level, as an Action, shadows wreathe your body, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. You can dismiss the darkness as a bonus action.
Corruption of Magical Devices
By 13th level, you have a strong enough connection to the Shadowfell that you can force the use of items even when they are not intended for you. You ignore all class, race, alignment, and level requirements on the use of magic items.
At 14th level, the darkness inside you allows you to overcome death. When you would make a death saving throw, you can instead sink into the darkness. You forcefully explode from a creature's shadow or area of dim light/darkness within 60 feet and regain 1/4 your hit point maximum. Each creature of your choice within 15 feet of your point of reappearance takes 2d8 + your Charisma modifier Force Damage and must also make a Strength saving throw vs your spell save DC or be knocked prone.
You can use this feature once per Long Rest.
At 15th level, Your mind is a dark miasma of shadowy thoughts. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
At 17th level, Your connection to the Shadowfell brings your shadow to life. When you make a melee weapon attack or cast the Arrow of Dusk cantrip your shadow can make an attack against either the same or a different target within range.
While you have a shadow, it covers you like a second skin protecting you from attacks, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn.
At 18th level, Your eyes go completely black as you are completely consumed by the Shadowfell's dark power. You are immune to charmed, frightened. Your hit point maximum also cannot be reduced.
The Night's Last Kiss
At 20th level,
- You stop aging and are immune to being magically aged.
- You are immune to disease, poison damage, and the poisoned condition.
- You can move through other creatures and objects as if they weren't there. You take 1d10 force damage if you end your turn inside an object.
- If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later in the Shadowfell, having gained the benefits of one long rest.
Prerequisites. Due to this class being an avatar of the Shadowfell, it is exceedingly rare for a Walker to pull themselves from the grasp of the darkness, even rarer that someone is willing to touch it. You must meet these prerequisites: 15 Dexterity and 14 Charisma.
Proficiencies. When you multiclass into the Shadow Walker class, you gain the following proficiencies: Light and Medium Armor, and Martial Weapons..