User:Hotdog2210

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Hojosa[edit]

Based on the character Ilpyo Park from the webtoon The God of Highschool by Yongje Park, you use martial arts and mystical powers in order to destroy your foes. You act as the avatar of a trickster god. (WARNING: This class contains spoilers for The God of Highschool by Yongje Park. Please read with discretion.)

Hojosa, The Nine-Tailed Fox Spirit[edit]

The spirit of Hojosa, an old fox spirit that served the jade emperor in the heavenly realm. Having been betrayed once by the jade emperor, he fell into a berserker like rage slaughtering many gods and destroying half of the heavenly realm before his eventual defeat. He was sealed in a cave, where he was trapped for 2000 years. Eventually, his spirit escaped to the mortal realm though his body was still trapped. Lurking throughout the realm, his spirit searched for a vessel to avenge him. That vessel is you.

Creating a Hojosa[edit]

Who was your character before becoming possessed and empowered by the spirit of Hojosa? Were they devout followers who had been chosen due to their diligence? Perhaps you had a quality that the spirit deemed admirable or alluring? Does your character want to succumb to Hojosa's desire for revenge, or are they abject to it instead following their own path?

Hojosa, a fox spirit that ascended to godhood. (Created by Yongje Park https://www.webtoons.com/en/action/the-god-of-high-school/list?title_no=66&page=1)
Quick Build

You can make a Hojosa quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background.

Class Features

As a Hojosa you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons:
Tools: Disguise kit
Saving Throws: Charisma, Dexterity
Skills: Choose three from Acrobatics, Athletics, Deception, Persuasion, Performance, Insight, Arcana, Nature

Equipment

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

  • (a) Dagger or (b) Hand crossbow
  • (a) Disguise kit or (b) Entertainers pack
  • If you are using starting wealth, you have 3d4*10 in funds.

Table: The Hojosa

Level Proficiency
Bonus
Martial Arts Skill Points Techniques Features Unarmored Movement
1st +2 1d4 - - Martial Arts, Illusive Defence -
2nd +2 1d4 3 1 Ssam-su Taekkyeon, Skill Points +10
3rd +2 1d4 6 1 Spirit Path +10
4th +2 1d4 8 2 Ability Score Improvement +10
5th +3 1d6 10 2 Extra Attack,Spirit Form +10
6th +3 1d6 12 3 Spirit Path, True Sense +15
7th +3 1d6 14 3 Evasion +15
8th +3 1d6 16 4 Ability Score Improvement, Uncanny Dodge +15
9th +4 1d6 18 4 The Key +15
10th +4 1d6 20 5 Spiritual Journey +20
11th +4 1d8 22 5 Spirit Path +20
12th +4 1d8 24 6 Ability Score Improvement +20
13th +5 1d8 26 6 Creature of Legend +20
14th +5 1d8 28 7 Spirit Path,Extra Attack +25
15th +5 1d8 30 7 Direct Contract +25
16th +5 1d8 32 8 Ability Score Improvement +25
17th +6 1d10 34 8 Spirit Path +25
18th +6 1d10 36 9 The Ninth Tail +30
19th +6 1d10 38 9 Ability Score Improvement +30
20th +6 1d10 40 10 Tale of the Nine-Tailed Fox +30

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes.

- You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Hojosa levels, as shown in the Martial Arts column of the Hojosa table.

When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Illusive Defence[edit]

Beginning at 1st level, while you are wearing no Armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Ssam-su Taekkyeon[edit]

Starting at 2nd level, you begin to develop a new fighting style based on Taekkyeon. Whether this fighting style is purely original, or acts as a memento from a previous mentor is down to you. It is a combination of Practical Taekkyon and Renewal Taekwondo in order to minimize the weaknesses of Taekkyon. You gain a number of Ssam-su Taekkyeon techniques equal to the number listed in the 'techniques' column of the Hojosa table.

Skill Points[edit]

Starting at 2nd level, you gain access to Skill Points. Skill Points are necessary to perform certain techniques or use certain features. You have a number of Skill Points equal to the number demonstrated in the skill points column of the Hojosa table. You regain all Skill Points after a short or long rest. All abilities that use Skill Points share the same Save DC.

Save DC= 8 + your proficiency bonus + your Charisma modifier

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monkey king levels, as shown in the Monkey king table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move

Spirit Path[edit]

Your powers newly manifesting have become difficult to ignore. You may not be completely aware of what is happening to you, but you sense something isn't quite right. Thoughts in your head with suggestions and motive start to leak into your mindscape over some vague resentment and lust for revenge. Will you listen to the voices, dominate your own mind or even try to use the strange new entity within you for your own gains? At 3rd level, you chose a Spirit Path. Choose between the Trickster Spirit, Vengeful Spirit or Warrior Spirit all detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 11th, 14th and 17th level.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. you may attack a 3rd time at level 14.

Spirit Form[edit]

Illpyo Park in his Spirit Form (Created by Yongje Park https://www.webtoons.com/en/action/the-god-of-high-school/list?title_no=66&page=1)

Having unlocked some of the powers of the spirit within you, you gain more mystical powers that boost your physical capabilities and grant you some of the original powers of the sealed Hojosa spirit within you to transform into a new state. Your hair turns white in a flare of flame, the iris colour in your eyes becomes a vibrant yellow. Upon using this feature, you become unable to use it again until you have finished a long rest.

To use this form you must spend a bonus action, while in this form you gain the following benefits for 1 minute:

Regeneration

At the start of your turn, you gain a number of hit points equal to your Constitution Modifier. Additionally, upon initial activation of this feature you gain a quarter of your hit points rounded down in temporary hit points.

Fire Scythes

The user gains two large scythe-like blades of flames on his arms that can light things on fire upon slashing them. The users unarmed strikes deal an additional amount of fire damage equal to the users charisma modifier.

Taboo Breaker

When transformed, the user ignores any magical resistances with their attacks against celestials, aberrations and fiends.

Concentration

Whenever you take damage in a single strike that is equal to more than half of your maximum hit points, you must make a constitution saving throw against your charisma save DC. On a failure, you deform losing all features available upon use of the spirit forms activation including temporary hit points but not including hit points healed previously.

True Sense[edit]

At 6th level, your natural senses become sharper. The pupil of your eyes transform into slits to resemble that of a fox. You gain 60ft of darkvision, if you already have darkvision you gain an additional 30ft. You have advantage on auditory perception rolls. And your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of 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.

Uncanny Dodge[edit]

Starting at 8th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

The Key[edit]

At 9th level you are connected to a divine spirit, making you a bridge between the mortals and the divine. You are capable of locking and unlocking the power of others. As a reaction, you are capable of spending 2 skill point to cast Counterspell on a spell of 3rd level or below. The user may cast Counterspell at a higher level by doubling the skill point cost of this feature. For example, a 4th level spell would take 4 skill points whereas a 5th level would take 8. A 6th level spell would take 16, and so on. The creature may use this feature a number of times up to their charisma modifier, refreshing all uses of this feature after a long rest.

Spiritual Journey[edit]

You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, this link can stay up as long as your Charisma modifier in Hours. The chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. You may only use this once per long rest.

Creature of Legend[edit]

Your soul has been bound to Hojosa, and now you share some of his eternity. At 13th level Your body changes to match It's spiritual host. You gain fox ears, and your hair grows longer. Your eye colour changes to a pale amber and you grow whiskers. Your are now immune to the diseased and poisoned effect, additionally you are immune to aging, not including effects that cause you to age magically. Now you only need to rest for three hours to gain the benefits of a long rest.

Warcry

As an action, you utter words of power, each hostile creature within 30 feet of you must make a wisdom saving throw. A creature takes radiant damage equal to 3d10 + your Hojosa level on a failed saving throw, and half as much damage on a successful one. You may do this once per short or long rest.

Direct Contract[edit]

Starting at 15th level, you have formed a direct contract with Hojosa, this means you are able to use more of it's power, allowing you to use Spirit Form twice before needing to take a long rest, and you may now be in the form equal to your charisma modifier in minutes.

The Ninth Tail[edit]

The user unleashes their latent power. The users hair becomes waist-length and jet black, the flame blades pronounced on their elbows stick out more fiercely and burn much brighter. Additionally, the user gains a large flaming tail. Having your soul nearly completely merged with the spirit of Hojosa, at 18th level you are able to unleash his full power temporarily. This state lasts for one minute, or until your hit points hit 0 or below. Upon ending, the user gains one point of exhaustion, and takes 5d10 necrotic damage.

You must use a bonus action to use this form. You gain the following effects when entering this state:

-Your movement speed triples from It's base.

-Your unarmed strikes deal an additional damage die.

-You gain half your skill points back.

-You regain a number of hitpoints equal to Constitution modifier x5.

-All techniques do double damage.

-You are immune to fire damage.

-You gain resistance to bludgeoning, slashing and piercing damage.

Tale of The Nine-Tailed Fox[edit]

Ravage of heaven. Destroyer of empires. Cunning and wise, fearsome and powerful is the fox that lived for 1000 years and grew the ninth tail. The beast of gaia that felled the divines: Hojosa. That name is yours now, and you must live to upkeep it. However you choose to do that is up to you, though surely, your name will go down in legend like the Hojosa that followed. At 20th level, All creatures of the following types are vulnerable to any attacks made by you; Undead, Celestials, Fiends, Aberrations.

Trickster Spirit[edit]

Cunning Fox

Your eyes are alit with the fire of your predecessors. You strike fear into the hearts of your enemies, divine beings are especially afraid. At 3rd level you gain proficiency in deception and persuasion, if you already have proficiency then you gain expertise. You gain the vicious mockery and minor illusion cantrips.

Illusionist

Weaving illusions to confuse your enemies in battle, or play harmful or playful tricks on another is a trademark of a fox spirit. Upon reaching 6th level, once per long rest, you may cast each of the following spells as a bonus action. Charisma is the spellcasting modifier for each spell. Up casting the spells where applicable consumes 3 skill points for each level above It's base;


Mirror Image

Major Image

Polymorph

Tasha's Hideous Laughter

Sleep

Puppet

Crown of Madness

Phantasmal Force

Phantasmal Killer

Hypnotic Pattern

Fear

Hallucinatory Terrain


Expert Cunning

You start to manifest the powers of a true trickster spirit. At 11th level You are able to cast invisibility and disguise self on yourself at will. Additionally, you may cast Charm Person and Suggestion as an action with no cost once per short rest.

Possession

At 14th level, your spirit has mingled with the spirit of Hojosa inside you, allowing you further control over his vast array of mystical powers. As an action, you are capable of expelling your soul into the body of another creature once per long rest. Choose a creature within sight, that creature must make a Charisma saving throw against your Charisma save DC. It does so with advantage if it is aware of your presence and hostile against you. At the end of the creatures turn, they may repeat this saving throw if they initially failed. On a failure, the main users body morphs into a wispy ethereal smoke that enters through the hosts main entry points. The user cannot act on their turn, instead acting on the enemy creature's turn when possessed. They have full control of the creature's physicality, though this control does not extend to things like memory manipulation or detection - Though they are given a brief understanding of the creatures physical capabilities. If the creature's hit points drop to 0 or below, the user is expelled from the creatures body reforming into their own physical state. The user must spend 1 skill point for every hour the possession is active. The creature is aware of all actions you took with It's body while possessed after released. The possessed creatures eyes become slit and animalistic while possessed, creatures within 10ft may make an insight check to see through the façade.

Many-Faced Trickster God

After reaching 17th level, you have learned many of Hojosa's more sinister tricks through experience. You are able to cast the spell True Polymorph once per day. Additionally, any creature that makes a check to discern your identity or see through a lie does so with disadvantage. Your vast experience gives you a charismatic flare, that makes the people around you go absolutely mad. You gain a 15ft aura, any creature that enters that aura is subject to the effects of the Charm Person or Charm Monster spell respectively. On failed save, however, the creature does not know you have attempted to charm it. The creature may not be charmed for another 6 hours through this method.

Vengeful Spirit[edit]

Glare of Malice

Your eyes are alit with the fire of your predecessors. You strike fear into the hearts of your enemies, divine beings are especially afraid. At 3rd level you gain proficiency in intimidation and persuasion, if you already have proficiency then you gain expertise. Additionally, any intimidation rolls made against celestials, fiends or aberrations have advantage.

Direct Contract

At 6th level, you have sworn to defeat Hojosa's most hated enemy at any cost, in exchange he has granted you great power in the form of a direct contract. The stat cap for all your stats increases to 22. Your unarmed strikes are now considered magical, and you gain resistance to non-magical damage.

Avengers Wrath

You are pushed forwards by a bonfire of betrayal beneath your feet. At 11th level, when you hit a creature with an attack, you can choose to make that attack a critical hit rather than a normal one. You may use this feature up to a number of times equal to your Charisma modifier per long rest.

Bloodthirsty

You are becoming more and more bloodthirsty, consumed by Hojosa's rage. Every time you kill an enemy at 14th level, you gain a choice between a number of temporary hit points or skill points equal to the enemy creature's level or CR. The killed creature must be of a CR at least 1/4th of your Hojosa level in order to gain these benefits.

Inari Asura

At 17th level, you are an unstoppable war machine, and will do anything to reap vengeance on your ancient enemy. At the start of your turn, you gain 5 Skill Points if it doesn't surpass your maximum. You may also spend half of your maximum in skill points to gain a use of action surge. Any action surges vanish if not used by the end of the users next turn. If used on the next turn, the user must hit the enemy at least once to be able to use action surge.

Warrior Spirit[edit]

Fox's Wisdom

You will not let the voices in your mind dominate you. You are your own person. At 3rd level you gain proficiency in insight and deception, if you already have proficiency then you gain expertise. Additionally, any intimidation rolls made against celestials have advantage. You also gain proficiency in wisdom saving throws.

Flames of Rebuke

You rebuke the voice within you, trying to coerce you into a path of revenge. This new-found dominance manifests with a fiery resolve. At 3rd level you gain the control flames cantrip, and all unarmed strikes do an additional 1d6 fire damage. This increases to 2d6 at level 14 and 3d6 at level 17.

Mastered Healing

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your Hojosa level. You must finish a long rest before you can use this feature again.

Mastered Spirit Form

At 11th level, you have mastered your Spirit Form, you may now use some of it's power even when you are not in the form, you may use the Fire Scythes buff for 1 minute, as many times as your charisma modifier, before needing to take a long rest.

A Sound Soul

Through diligent training, you have managed to strengthen yourself physically and mentally. At 14th level you gain access to all 3 Inferno Kick attacks, these do not count agenst the number of Techniques you have ready.

Way of The Warrior

You are a master martial artists. Taming the spirit within you, you have achieved Nirvana and found relative peace with yourself. This calm spirit makes you a competent opponent in battle, who never misses his mark. At 17th level, you are capable of spending 1 skill point to either increase your AC by 1 or gain a +2 to an attack roll. You can do this for as many times as you have skill points. If AC is increased using this feature, it resets back to regular base at the start of your next turn.

Techniques[edit]

Leg Lock
  • 1 Skill Point

Despite its name, is an armlock technique, done by grappling the opponent's arm with both of the user's hands, you do this instead of one attack. If you successfully grapple the target, you may chose to use the rest of yours attack on them as normal, or use one of your attacks to do Nirvana.

Inward Trip
  • 1 Skill Point

As your attack hits, you put your leg behind the targets making them fall prone.

Enlightenment
  • 1 Skill Point

You may use your reaction to read an attackers moves, giving them disadvantage on hitting you with that one attack.

Knee Kick
  • 2 Skill Point

You make one extra attack with your knee on the target.

Facial Strike
  • 2 Skill Points

You aim one of your attacks at the targets face, making the attack do x2 damage.

Front Reverse Spin - Low
  • 2 SKill Points

You drop low to the ground and make a sweeping attack at the targets heel. The user makes a regular unarmed strike against the target. If the attack hits, the target must make a dexterity saving throw in contest to your Skill Points DC or be knocked prone. This attack works on creatures of all sizes.

Front Reverse Spin - High
  • 2 SKill Points

You make a single kick attack. All creatures in a 20 foot cone must make a Dexterity saving throw. On a failed save, they take 3d6 Bludgeoning damage, or half as much on a successful one.

Nirvana
  • 3 Skill Points

Is a whole body technique that bashes the opponent's face with the user's knee combined with the user's weight. You do this by making an attack roll, if this hit the target takes 2d6 Bludgeoning damage, and must make a Constitution saving throw aggenst your Skill Point Save DC, if the target fails, they are stunned untill the end of your next turn.

Fish Hook
  • 3 Skill Points

If someone goes in for an attack agenst you, you may use your reaction to try and grapple them, if you succeed they miss the attack.

Dragon Sign Hwechook
  • 5 Skill Points

Dragon Sign Hwechook is a technique that gathers its power from firmly burying one's foot into the ground and sending the resulting force up to the knee, pelvis, waist and then to the tip of the foot which executes the Hwechook. It manifests itself as wind that surrounds the user's leg that is used for the technique. On a hit the user takes the typical unarmed strike damage, as a whirlwind builds up around the target within a 20ft sphere. Any hostile creature within the whirlwind takes 2d4 Slashing damage for every 5ft they attempt to move within the whirlwind's range. Additionally, the original target must make a strength saving throw against the users Skill Points DC or be knocked prone. The whirlwind lasts until the start of the users next turn before disappearing.

Heaven and Earth Strike
  • 5 Skill Points

This is performed by raising one's leg and bringing it down upon an opponent, in another words, an axe kick. You make an extra attack, if this hits the target they are knocked prone, and must make a Constitution saving throw. On a failed save, they are stunned until the end of your turn.

Bo-Bup
  • 6 Skill Points

You teleport up to 30 feet to an unoccupied space that you can see.

True Nullifying Spin
  • 6 Skill Points

This can be used as a reaction to "Dragon Sign Hwechook" and will counter it, making them miss you, and making you proform perform "Dragon Sign Hwechook" instead.

Nakyoung
  • 8 Skill Points

You make three unarmed strike attacks against one target, hitting their head, chest, and neck if applicable. They then must make a Constitution saving throw. On a failed save, they are stunned until the end of your turn. You cannot use this technique again until the end of a short or long rest. This can only be chosen after level 5

This can be used as a reaction to counter "3rd Stance Hwechook", you then get to make the 3 attacks agenst the target, as they automatically miss you.

Roundhouse Kick and Scythe
  • 8 Skill Points

This is a technique where the user fakes a roundhouse kick and uses it to hold the opponent's neck with their knee joint. The user uses the momentum from a roundhouse kick to flip the opponent around and pin them on the ground with one leg. As an action you have advantage on grappling the traget, (You may use Acrobatics or Athletics for this roll) if the target fails they are restrained by you, you may still attack as a bonus action.

Ssam-Su Secret Technique - Inferno Kick
  • 8 Skill Points

You make a unarmoed strike at a target. That target must make a dexterity saving throw or take 3d10 Fire damage on a failure and half as much on a success, this extends for 30 feet and is 5 feet wide

Inferno Kick Stage Two - Twin Oblate Spheroid
  • 10 Skill Points

You make two Inferno kicks in a row upwards, making a unarmoed strike for both, as a whirlwind of fire builds up around the target within a 20ft sphere. Any hostile creature within the whirlwind takes 2d10 Fire damage for every 5ft they attempt to move within the whirlwind's range. Additionally, the original target must make a strength saving throw against the users Skill Points DC or be knocked prone. The whirlwind lasts until the start of the users next turn before disappearing.

Inferno Kick Stage Three - Ssam-Su Taekkyeon Ultimate Secret Arts - Inferno Nirvana Kick
  • 12 Skill Points

This is the third and final stage of Inferno Kick. The user concentrates the fire and raises their legs, creating a giant blade of fire that travels for 60 feet and is 15 feet wide, if anyone is hit by this they must make a dexterity saving throw or take 4d10 Fire damage on a failure and half as much on a success

Multiclassing[edit]

You cannot multiclass into or out of the Hojosa class.

4.00
(one vote)

School of Hatred[edit]

Illusion spellcraft[edit]

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved. Also you may now use your eyes as a spellcasting focus.

Sharingan tomoe 1[edit]

At 2rd level, you acquire the power of the Sharingan and can activate it as a bonus action for 1 minute. You start with 1 tomoe (eye dots), which gives you a +1 bonus to AC, advantage on Wisdom and Dexterity saving throws, and advantage on Perception checks that are related to sight. You may deactivate your Sharingan as a bonus action.

In addition, you automatically detect visual illusions and have advantage on saving throws against them.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.


At 10th level, you have mastered your traditional Sharingan. You may have your Sharingan active as long as your intelligence modifier (minimum 1) in minutes.


Sharingan tomoe 2[edit]

At 6th level, you can activate and deactivate your Sharingan as a free action instead of as a bonus action.

In addition, while your Sharingan is active, you may attempt to trap a creature within 60 feet that you can see and is not blind in Illusion. The target must make a Wisdom saving against your Spell casting DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice for 1 minute (concentration). You must choose the condition and spend the chakra for it before the target makes their saving throw. They may retry this saving throw at each of their turns, ending this effect early on a success.



Shadow Monarch[edit]

A man steps out of a gloomy alley, seeming to appear out of nowhere. He sets his sights on a high elf walking through a crowded market place. Following the elf silently, the man draws a dagger that was concealed in his sleeve. For a brief second, the mans's eyes turn black. Then, shadows begin to creep slowly over his blade, turning it as dark as his eyes. He takes aim, and hurls the dagger in the direction of the elf. The weapon speeds toward the elf, somehow slipping in between the people that fill the street, never even grazing a single one of them. The moment before it can strike the elf, she turns down a side street, out of the dagger's path. But just at the last moment, the dagger curves impossibly, following the elf down the side street and embedding itself in her heart. An instant later, and the weapon appears in the man's hand. He turns, and walks away as if nothing has happened, disappearing once again into the shadows of the alley.

A woman walks alone through a darkened forest, moving effortlessly through the thick undergrowth. Suddenly a twig snaps. She stops, and stares hard into the darkness. All around her, pairs of glowing eyes begin to appear, and the once-quiet forest is filled with the sound of low, menacing growls as the pack of wolves closes in. Seemingly unafraid, the woman calmly raises her arms, and her shadow, somehow still present despite the lack of light, begins to writhe, blacker than the night itself. Out of it rises a figure, then another, then another. Clad in armor of darkness, the slits in their armor glow blue. The woman waves her hand, and the figures advance towards the wolves, drawing long spears of shadow out of the air. The figures set about their work, and the night is filled with the screams and agonized howls of their victims.

Shadow Monarchs are individuals who are capable of calling upon and controlling the ancient powers of darkness. They use this power as a source of magic, with which they can cast spells, cloak themselves in shadow to hide, or to attack unseen. Shadow Monarchs can even use their powers to raise and control the dead themselves.


Creating a Shadow Monarch[edit]

Like sorcerers, Shadow Monarchs are born with their power; born with shadow and darkness within their hearts. However, most Shadow Monarchs are unable to access their power at first, usually requiring an awakening based on some strong emotion or other method. When making a Shadow Monarch, ask yourself what happened to your character to cause them to awaken their power. Also ask yourself what going through that experience has done to them mentally and emotionally. Has it left them scarred and twisted, causing them to use their abilities to make others suffer what they have suffered? Will they use their power for good, so no one else has to feel what they have? Or maybe they will simply use it for their own gain.

Class Features

As a Shadow Monarch you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor, and shields
Weapons: Simple weapons, Rapiers, Scimitar
Tools: Alchemy kit
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Arcana, Deception, Insight, Investigation, Intimidation, Medicine, Persuasion, Sleight of Hand, Stealth, Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

  • (a) A quarterstaff or (b) A rapier or (c) A Scimitar
  • (a) A shortbow and 20 arrows or (b) A light crossbow and 20 bolts
  • Leather armor or Scale Mail and shield
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • An alchemy kit

Table: The Shadow Monarch

Level Proficiency
Bonus
Features Army Size Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Ruler's Reach, Expertise
2nd +2 Shadow Extraction, Spellcating 1 3 2 2
3rd +2 Dark Amorphous Shadow Revitalization 1 1/2 3 3 3
4th +2 Ability Score Improvement 2 3 3 3
5th +3 Ruler's Reach Improvement 2 1/2 3 4 4 2
6th +3 Shadow Improvement 1, Shadow Zone 3 3 4 4 2
7th +3 Evasion 3 1/2 4 5 4 3
8th +3 Ability Score Improvement 4 4 5 4 3
9th +4 Black Heart 4 1/2 4 6 4 3 2
10th +4 Dark Refuge 5 4 6 4 3 2
11th +4 Shadow Exchange 5 1/2 5 7 4 3 3
12th +4 Ability Score Improvement 6 5 7 4 3 3
13th +5 Shadow Zone Upgrade 6 1/2 5 8 4 3 3 1
14th +5 Shadow Traversal 7 5 8 4 3 3 1
15th +5 Shadow Improvement 2 7 1/2 6 9 4 3 3 2
16th +5 Ability Score Improvement 8 6 9 4 3 3 2
17th +6 Monarch's Dominion 8 1/2 6 10 4 3 3 3 1
18th +6 Shadow Shape 9 6 10 4 3 3 3 1
19th +6 Ability Score Improvement 9 1/2 7 11 4 3 3 3 2
20th +6 Shadow Sacrifice 10 7 11 4 3 3 3 2

Ruler's Reach[edit]

At first level, you can manifest your power to create a shadow hand or fist extending from inside a creature's shadow. Using your Intelligence modifier instead of Strength for both attack roll and damage, you can use your Attack action to strike a foe, provided the creature is in darkness or you can see its shadow, and your attack is within the reach of the creature's shadow per the table below. When striking a creature that occupies a space in dim light or darkness the damage is increased. The damage and range of this attack increases as you gain levels in this class and is listed below. The Damage Type is Necrotic and you use your spellcasting ability as your attack and damage modifier.

Shadow Hand
Level Range Carry Weight Normal light Dim Light Darkness
1st 20 feet None 1d4 1d6 1d8
5th 30 feet 10 lbs 1d6 1d8 1d10
9th 35 feet 20 lbs 1d6 1d8 1d12
13th 40 feet 30 lbs 1d8 2d4 2d6
17th 45 feet 40 lbs 1d10 2d6 2d8
20th 50 feet 50 lbs 2d6 2d8 2d10

At 5th level you can create 2 hands, attacking twice on one creature or 1 each on 2 creatures in range when taking an Attack action with the Ruler's Reach feature.

Shadow Extraction[edit]

Starting at 2nd level, you can Extract the shadowy essence 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 5 feet of you that has been dead for no longer than 1 hour, and that is not a construct or undead. You must make a Intelligence check. The DC for the check this check equals the creature's challenge rating x 2 plus its proficiency bonus. If the creature does not have a challenge rating and instead has a level, the DC equals its level x 2 plus its proficiency bonus. You have three attempts to succeed on this check. After three failures, you can no longer extract the creature's shadow. On a success, the creature's shadow separates and manifests as a Shadow Soldier, who's rank is determined below by its previous challenge rating/level (cannot exceed maximum manifested Army Size CR, so store your Shadow Soldiers before attempting to extract a new shadow or it might fail and count against your attempts):

  • CR or level of 2 or lower: Rank 1 (New CR: 1/2)
  • CR or level of 3-6: Rank 2 (New CR: 2)
  • CR or level of 7-10: Rank 3 (New CR: 3)
  • CR or level of 11 or higher: Rank 4 (New CR: 5)

Links to the Shadow Soldier stat blocks are provided at the end of the class.

Your shadow Soldiers are immune to being charmed or otherwise manipulated to attack you or an ally you have not told them to attack. Any impossible level of manipulation attempting to cause this will instead cause the Shadow Soldier to instantly reach 0 hit points and become stored in your shadow. The shadows can still be affected by magical sleep and other similar effects.

You can issue orders telepathically to your Shadow Soldiers as long as they are within 1 mile of you, and they follow all of your commands unquestioningly. If given no commands, they will simply defend themselves and await your next orders. Shadow Soldiers or rank 2 and 3 can telepathically communicate their intent and images they can perceive and send them to you within 1 mile. Rank 4 can also communicate verbally with yourself and others in any language you know. In combat your Shadow Soldiers will act after your initiative from highest to lowest rank.

There is a limit to the number of Shadow Soldiers you can have under your control at a time. The maximum total challenge rating of all your manifested Shadow Soldiers is listed in the Army Size column of the Shadow Monarch table above an is listed as a total CR. For example, at level 4 you can manifest and control a rank 2 Shadow Soldier(CR 2), or 4 rank 1 Shadow Soldiers(CR 1/2). At higher levels you can actively command any combination of Shadow Soldier ranks up to your max Army Size CR, thus suiting your Army to your current need.

As an action, you can choose to store or manifest any number of controlled Shadow Soldiers within 60 feet of your personal shadow. Stored shadows will remain in your shadow until you use an action to summon them again. When you do, they appear in unoccupied spaces you can see within 60 feet of you. If one of your manifested Shadow Soldiers is ever reduced to 0 hit points, it retreats back into your shadow and cannot be summoned again for 24 hours, after which it is restored to full hit points, but must be called manually by you. You may store a number of shadows equal to your current Shadow Monarch level x 4 and as an action you may release any shadow from your control, freeing room for new or more powerful shadows. The freed shadows dissipate, losing form and agency, no longer able to affect the world.

In addition, whenever you cast a spell that creates undead, such as the Animate Dead spell, you can choose for those undead to instead become rank 1 Shadow Soldiers which follow the same rules as your other Shadow Soldiers. You cannot do this, however, if the added challenge rating of these new Shadow Soldiers would exceed your challenge rating limit.

Spellcasting[edit]

When you reach 2nd level, you gain the ability to use the power of the shadow stored within you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

Spell Slots

The Shadow Monarch table shows how many spell slots you have of 1st level or higher. To cast one of these spells, you must expend a spell slot of that spell's level or higher. You regain all expended spell slots after you finish a long rest.

Spells Known of 1st Level and Higher

You know two spells of your choice from the Shadow Monarch spell list, which is detailed at the end of the class.

The Spells Known column of the Shadow Monarch table shows when you may learn Shadow Monarch spells of your choice. Each of these spell must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Shadow Monarch spells you know and replace it with another spell from the Shadow Monarch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Shadow Monarch spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Shadow Monarch spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Dark Amorphous[edit]

At 3rd level, you can blend in with the shadows and become somewhat incorporeal. While in a shadow, dim light or darkness, your speed increases by 10 feet. In addition, you can fit through a space as narrow as 1 inch without squeezing as long as both you and the space are in dim light or darkness.

Shadow Revitalization[edit]

Beginning at 3rd level, you can expend your own magical energy to heal your Shadow Soldiers. As a bonus action, you can choose a Shadow Soldier you can see within 60 feet of you, then expend a spell slot of 1st level or higher. That Shadow Soldier regains a number of hit points equal to 5 times the spell's level.

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. Using variant rules you can instead take a feat. As normal, you can't increase an ability score above 20 using this feature.

Ruler's Reach Improvement[edit]

Upon reaching 5th level you have gained the ability to manifest a second hand, attacking twice on one creature or 1 each on 2 creatures in range when taking an Attack action with the Ruler's Reach feature. Additionally you have learned to use your shadow hands in a more consistently solid form, and can thus carry or otherwise manipulate items or creatures (similar to the Mage Hand cantrip). The range and carry weight are as listed in the Ruler's Reach table and are applied for each hand separately. When using your reach the hands are visible as a semi-solid mass of shadow that, in dim or normal light, appear as if extending from the ground or other nearby solid surface. When using your reach to carry or manipulate items or creatures you cannot simultaneously use the same hand or hands as your attack action.

Shadow Improvement 1[edit]

As your power grows, so does that of your Shadow Soldiers. At 5th, your Shadow Soldiers gain the following benefits:

  • They gain a + 1 bonus to AC
  • They gain a + 1 bonus to attack and damage rolls they make.
  • You may now equip your Shadow Soldiers Rank 2 and above with weapons and armor that can follow them into your shadow when you store the soldier. Doing this will permanently turn this item into shadow and it cannot be retrieved except by divine intervention or the wish spell.
  • While in dim light or darkness, their speed increases by 10 feet.
  • While within 60 feet of you, they have advantage on saving throws against any effect that would turn undead.

Shadow Zone[edit]

Beginning at 6th Level, the darkness 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 15ft x 15ft, height limit of 20 feet. You can place any item in there that you are holding/touching. You cannot bring another creature with you until level 13, at which point the room expands to 30ft x 30ft, height limit of 20 feet, and you can bring in up to 4 people/creatures (including yourself). While in this room, nobody can cast spells, and only you may rest here.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm 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.

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.

Dark Refuge[edit]

At 10th level, you can cloak yourself in darkness, seeming to fuse with the shadow that surrounds you. As long as you are in shadows, dim light or darkness, you can use and action to become invisible. You remain invisible this way until you attack or cast a spell, or until you move more than 5 feet in a single turn or enter an area that is not in dim light or darkness.

Shadow Exchange[edit]

Beginning at 11th level, as an action, or as a reaction in response to being hit by a weapon attack, you can instantly exchange positions with one of your summoned Shadow Soldiers. To do so, the Shadow Soldier must be within 1 mile of you, and must be on the same plane of existence as you. If you use this ability as a reaction in response to being hit by a weapon attack, that attack instead hits the Shadow Soldier that took your place. Once used, this feature can't be used again until you finish a long rest.

Shadow Traversal[edit]

Starting at 14th level you begin to fade out of existence. You can use an action to become a truly incorporeal shadow, during which time you can't be sensed by normal means. When you pass through solid objects and creatures treat them as if they were difficult terrain. Creatures under the effect true seeing can still perceive you. This effect ends after 10 minutes or immediately upon taking any form of damage. If you are inside any solid object when turning solid again you and any relevant creature will take 3d10 true damage with no applicable resistances and you shift your position to a random open position within 5 feet(or the nearest open area if nothing is open within 5 feet). You may use this feature 2 times per long rest, or regain 1 use upon a short rest.

Shadow Improvement 2[edit]

Your Shadow Soldiers have now reached their full potential. Starting at 15th level, your Shadow Soldiers gain the following benefits:

  • Their hit point maximums are increased by 10.
  • They gain an additional +1 to AC (total +2).
  • They gain an additional + 2 to attack and damage rolls they make (total +3).
  • Their weapon attacks count as magical for the purpose of overcoming resistances and immunities.
  • You can now store items separate from your soldiers in your shadow without them turning the items to shadow. Allowing your Shadow Soldiers to use these items will still turn them to shadow and lose them permanently from the material world. Shadow stored items lose all weight, are not affected by time, temperature, or weather, and cannot be manipulated in any way until pulled from your shadow. Storing or removing items will take a full action. You can store any item you are actively holding. You can remove any item from your shadow into any open place within 60ft of you.

Monarch's Dominion[edit]

At level 17 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, and your soldiers will 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. This feature can't be used again until you finish a long rest.

Shadow Shape[edit]

At 18th 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.

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.

Shadow Monarch Spell List[edit]

Cantrips

Blade Ward, Message, Minor Illusion, Vicious Mockery, Guidance, Spare the Dying, Shillelagh, Chill Touch, Friends, Eldritch Blast

1st Level

Cause Fear, Chromatic Orb, Detect Magic, Disguise Self, Expeditious Retreat, Fog Cloud, Grease, Hex, Jump, Magic Missile, Silent Image, Unseen Servant, Which Bolt

2nd Level

Blindness/Deafness, Blur, Darkness, Darkvision, Gust of Wind, Hold Person, Invisibility, Knock, Locate Object, Misty Step, Ray of Enfeeblement, Rope Trick, See Invisibility, Shadow Blade, Spider Climb

3rd Level

Animate Dead, Blink, Dispel Magic, Fear, Feign Death, Fly, Haste, Life Transference, Nondetection, Slow, Vampiric Touch,

4th Level

Blight, Confusion, Evard's Black Tentacles, Greater Invisibility, Hallucinatory Terrain, Locate Creature, Phantasmal Killer, Shadow of Moil

5th Level

Dance Macabre, Dream, Enervation, Far Step, Geas, Hold Monster, Mislead, Negative Energy Flood, Seeming, Steel Wind Strike.

Shadow Soldier Stat Blocks[edit]

https://www.dandwiki.com/wiki/Shadow_Soldier,_Rank_1_(5e_Creature)

https://www.dandwiki.com/wiki/Shadow_Soldier,_Rank_2_(5e_Creature)

https://www.dandwiki.com/wiki/Shadow_Soldier,_Rank_3_(5e_Creature)

https://www.dandwiki.com/wiki/Shadow_Soldier,_Rank_4_(5e_Creature)

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shadow Monarch Class class, you must meet these prerequisites: 13 Wisdom and 13 Intelligence.

Proficiencies. When you multiclass into a Shadow Monarch, you gain the following proficiencies: Light armor, Simple weapons, Shortswords, Rapiers

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