Shadowcloaked (3.5e Prestige Class)

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Too many shadows. Something could hide here easy.
—-Some Guard

Some people travel the planes of shadows to obtain the special gifts of the gods native to those planes. They seek the powers of those deities for their own various reasons, be it for their own ambitions or the sake of greater evil. Those who seek to become shadowcloaked must bring a Spellbook to a shrine of one of the Shadow realm deities (Shar or Mask) where both, hero and book, get corrupted by and infused with shadows as they offer themselves to their chosen deity. The shadows become part of the characters mind and body providing them with arcane abilities and surrunding them all the time. The shadows seem to clinge to the shadowcloaked, holding on to their bodies whenever they step into the light. The newly transformed shadowcloaked often get assigned to various tasks, sometimes with the mere purpose to entertain their master.

Becoming a Shadowcloaked[edit]

To become shadowcloaked, a character must bring a Spellbook to a shrine of one of the Shadow realm deities (Shar or Mask) where both, hero and book, get corrupted by and infused with shadows. Charakters without the shadow walker template obtain it through this ritual.

Entry Requirements
Feats: Weapon Finesse, Combat Expertise
Patron: Must worship Shar or Mask
Alignment: Any nongood
Skills: Hide 9 ranks, Move silently 9 ranks, Tumble 9 ranks
Special: Sneak Attack +3d6
Table: The Shadowcloaked

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd
1st +0 +0 +2 +2 Shadowsight, Shadow Jump 1
2nd +1 +0 +3 +3 Hide In Plain Sight 1 0
3rd +2 +1 +3 +3 Shadow Familiar 2 1
4th +3 +1 +4 +4 Rogue Special Ability, Fast Study 2 1 0
5th +3 +1 +4 +4 Shadow Pounce, Scry on Familiar 2 2 1

Class Skills (4 + Int modifier per level)
The Shadowcloaked class skills are Appraise, Balance, Bluff, Climb, Craft, Disguise, Escape Artist, Hide, Jump, Knowledge (Arcana), Knowledge (the Planes) Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Tumble, Use Magic Device, and Use Rope.

Class Features[edit]

Weapon and Armor Proficiency: A Shadowcloaked gains no proficiency in any weapon or armor.

Spells Per Day/Spells Known: At each Shadowcloaked level, the character gains the ability to cast a small number of arcane spells. He gains arcane spells per day according to the table above and must choose his spells from the Telflammar shadowlord spell list, below. The Shadowcloaked's caster level is equal to his Shadowcloaked level + 1/4 levels in all other classes. To cast a spell, the Shadowcloaked must have an Intelligence score of at least 10 + the spell's level. Shadowcloaked bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the Shadowcloaked Intelligence modifier. When the Shadowcloaked gets 0 spells of a given level, the Shadowcloaked gets only bonus spells. The Shadowcloaked prepares and casts spells just as a wizard does.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every even level (2nd and 4th). If the Shadowcloaked gets a sneak attack bonus from another source the bonuses on damage stack.

Shadowsight (Ex): Gifted with a mystical connection to shadow and darkness, the shadowclaoked gains a superior form of darkvision with a 60-foot range. He can see through any form of normal or magical darkness without hindrance.

Shadow Jump (Su): A Shadowcloaked can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. The shadowclaoked can jump up to a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment.

Hide In Plain Sight (Ex): At 2nd level a Shadowcloaked can use the Hide skill even when beeing observed.

Shadow Familiar: At 3rd level, a shadowcloaked can summon a shadow familiar, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowcloaked, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. Use the shadowcloaked's caster level to determin his shadowfamiliars abilities (the natural armor bonus doesn't stack with the charisma bonus incorporeal creature get as a natural armor bonus) At 5th level the shadowcloaked gains the ability to scry on his shadow familiar.

If within close range, the shadowcloaked can choose to take his shadow familiar with him whenever he uses an ability, spell, or effect with the teleportation descriptor (for example, his shadow jump ability). The shadow never counts against the limits of teleportation.

If a shadow familiar is destroyed, or the shadowcloaked chooses to dismiss it, the shadowcloaked must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowcloaked loses 100 experience points per shadowcloaked level. A successful saving throw reduces the loss by half, to 50 XP per prestige class level. The shadowcloaked XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow familiar cannot be replaced for 30 days.

Rogue Special Ability: At 4th level the shadowcloaked gains one of the rogues special abilities (PHB 50).

Fast Study (Ex): Upon reaching 4th level a Shadowcloaked has mastered his very limited number of spells. He is now able to prepare all his spells in 15 minutes. The Shadowcloaked needs 15 minutes for preparation, regardless of the number of spells he prepares.

Shadow Pounce (Ex): At 5th level, a Shadowcloaked learns how to attack swiftly from the shadows. Any time he uses an ability, spell, or effect with the teleportation descriptor (for example, his shadow jump ability), he may execute a full attack upon completion of the teleportation. The shadowclaoked must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target with whatever weapon he has in hand at the beginning of his action.

Shadowcloaked choose their spells from the following list.

1st—blindness, deafness, chill touch, darkness, darkvision, invisibility, knock, levitate, shadow mask, shadow spray

2nd—air walk, blacklight, displacement, haste, improved invisibility, nondetection, vampiric touch

3rd—confusion, darkbolt, detect scrying, dimension door, mass invisibility, mislead


Campaign Information[edit]

Playing a shadowcloaked[edit]

Combat: As a rogue, weak caster

Shadowcloaked in the World[edit]

There's no reason to be afraid of what lurks in the shadows, for i am the shadow to be afraid of.

After receiving ther powers, shadowcloaked usually wander off to pursue their own goals normally with more success than before. For all that's known, there is no such thing as a guild of shadowcloaked, allthough they perform greatly in all kind of groups like thieve guilds etc.

NPC Reactions: Usually distrustful.

Shadowcloaked Lore[edit]

Characters with ranks in Knowledge the Planes or Religion can research Shadowcloaked to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge the Planes or Religion
DC Result
11 Shadowcloaked are strange people with the ability to jump between shadows.
16 Shadowcloaked devote their lifes to the shadow deities in order to receive their powers.
21 Shadowcloaked are corrupted by the shadows through a ritual, which alters their physical appearance and allows them the use of special powers and arcane spells.
26 Shadowcloaked can't use a majority of their powers if exposed to bright daylight.

Shadowcloaked in the Game[edit]


Sample Encounter:

EL whatever:

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