Shadow Walker (5e Class)

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Shadow Walker[edit]

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 altar 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 altar. 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[edit]

The Darkness is a force that can be harnessed by a select few.

Shadow Walker Quirk
d6 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[edit]

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.

Class Features

As a Shadow Walker you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, Martial Weapons.
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth.

Equipment

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
  • (a) cloak and hood (optional color) or (b) common clothes

Table: The Shadow Walker

Level Proficiency
Bonus
Features Shadow
Strike
1st +2 Shadow Strike, Night Eyes 1d6
2nd +2 Dark Velocity 1d6
3rd +2 Path of Shadows 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Shadow Shift 3d6
6th +3 Path Feature 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Void's Embrace 5d6
10th +4 Path Feature 5d6
11th +4 Aura of Darkness 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Void's Embrace (2) 7d6
14th +5 Path Feature 7d6
15th +5 Corrupted Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Shadow Double 9d6
18th +6 Consumption 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Path Feature 10d6

Shadow Strike[edit]

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 1d6 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.

Night Eyes[edit]

At 1st level, you can see in normal or magical darkness, up to a range of 120 feet.

Dark Velocity[edit]

Starting at 2nd level, your light shadowy body allows you to disappear from view and move quicker than most. You can take an additional bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Path of Shadows[edit]

Starting at 3rd level, you can choose to follow a path of shadows. Your choice give you features at 3rd, and again at 6th, 10th, 14th and 20th levels.

Ability Score Improvement[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.

Shadow Shift[edit]

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.

Evasion[edit]

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.

Voids Embrace[edit]

At 9th level, the darkness inside you allows you to overcome death. When you would make a death saving throw while in an area of dim light or darkness, you can instead sink into the darkness. You instantly transported to a safe place on the shadowfell.

At the start of your next turn, you appear in an unoccupied place covered in dim light or darkness within 60 feet (or in the same place you disappeared, if there's no such area available) and regain 1 hit point.

Once you do so, you can't do it again until you finish a long rest. You can use this feature twice between rests at 13th level.

Aura of Darkness[edit]

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.

Corrupted Mind[edit]

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).

Shadow Double[edit]

At 17th level, your connection to the Shadowfell brings your shadow to life. Whenever you make weapon attack, you can use a reaction to conjure a shadow copy of yourself in an area of dim light or darkness within 60 feet, and cause it to attack another creature different from your first target.

That attack uses the same result as the first one, and causes half the same damage.

Consumption[edit]

At 18th level, Your eyes go completely black as you are completely consumed by the Shadowfell dark power. You are immune to charmed, frightened. Your hit point maximum also cannot be reduced.

Shadow Paths[edit]

Path of the Shadow Touched[edit]

Shadow Touched are shadow walkers who were born with a natural connection to the realm of shadows. They are able to draw from the energies of that plane to cast spells and to mutate their bodies, eventually transcending their normal forms when achieving the likeness of darkness itself.

Shadow Touched Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn three cantrips: Arrow of Dusk and two other cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.
Spell Slots
The Shadow Touched Spellcasting table shows how many spell ;slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these 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.
For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the enchantment and illusion spells on the sorcerer spell list.
The Spells Known column of the Shadow Touched Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an illusion or necromancy spell of your choice, and 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since you gain your spells through the touch of the Shadowfell. 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 sorcerer 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
Deadly Whisper

At 3rd level, the Shadowfell is starting to deeply affect your being. When you are hidden from a creature, making a spell attack or forcing a creature to make a save doesn't reveal your position.

Umbral Visage

At 6th 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.

In addition, you draw all of your biological needs directly from the Plane of Shadow, eliminating the need to eat, drink, sleep, or breathe.

Shadow Casting

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.

Devastating Cantrip

At 14th 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.

The Night's Last Kiss

At 20th level, you transcend your normal form, assuming the aspects of a being of shadows. You gain the following benefits:

  • 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.

Path of the Shadow Hand[edit]

Walkers who follow the path of the shadow hand are masters of the fist. They wield their hands and legs as deadly weapons, and are able to wield each of their strikes with the power of shadows. The act as spies and assassins for powerful kings and generals, but only take actions that further the goals of their own shadowy organization.

Shadow Arts

At 3rd level, you can control the power of shadows and blend with martial techniques, creating an unique style of combat. This technique is represented by your Shadow Arts dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various shadow arts you have, which are detailed below.

Some of your powers expend the Shadow Arts die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Shadow Arts dice when you finish a long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Shadow Arts dice. You can use each of these arts twice, without spending Shadow Arts dice, and can't do it again until completing a short or long rest.

Shadow Fist. Whenever you hit a creature with an unarmed strike while you have Shadow Arts die available, you can use your Dexterity, rather than Strength, for attacks and damage rolls with it. In addition, you can roll the Shadow Art die for the damage, turning the damage into necrotic (without spending the die). You can choose to spend the dice to make an additional attack using your bonus action.
Shadow Blades. You hurl blades made of pure darkness on your foes. You can use an Action make a ranged weapon attack against up to two creatures within 30 feet. On a hit, you cause damage equal to the number rolled on the Shadow Art die (expending it) plus your Dexterity modifier plus half the number rolled on your Shadow Strike dice.
Agent of the Hand

By the 6th level, you learned advanced techniques, reserved only for loyal organization agents.

Mantle of Darkness. As a bonus action while in an area of dim light or darkness, you can conceal your presence. You become invisible for 1 minute, until you make an attack or until you are in an area of bright light. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Shadow Arts die to take it again.
Sightless Hand. When you deal damage to a target with your unarmed strike, you can force the target to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. If the save fails, the target is blinded until the end of your next turn.
Master of the Dark Hand

Starting at 10th level, your shadowy martial arts reach a new level, as you are now considered a master in this art. You learn the following new techniques:

Shadow Escape. When you are hit by an attack, you can roll your Shadow Arts die and add it to your AC for that attack. If the attack misses, you spend the die.
Shadow Grasp. As a bonus action when you are in an area of dim light or darkness, you can spend one Shadow Arts die extend the shadows, creating a giant hand made out of pure shadows. Your next Shadow Fist attack can be made against a creature within a distance equal to the number rolled on the die times 10. On a hit, the target is pulled towards your direction.
Shadow Blade

At 14th level, you can create a sword made out of pure darkness. You can cast shadow blade, without requiring concentration or spending spell slots.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Shadow Arts die to use this feature again.

Grandmaster of Darkness

When you reach the 20th, you reach the full potential over your shadowy arts. You now regain your Shadow Arts die on a short or long rest.

In addition, whenever you roll initiative and have no Shadow Arts dice left, you regain 1 die.

Multiclassing[edit]

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: 13 Dexterity and 13 Charisma.

Proficiencies. When you multiclass into the Shadow Walker class, you gain the following proficiencies: light armor, medium armor, simple weapons and martial weapons.

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