User:Quincy/Child of Nyx

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Child Of Nyx[edit]

Creating a Child Of Nyx[edit]

Quick Build

You can make a Child of Nyx quickly by following these suggestions. Intelligence should be your highest ability score, followed by Dexterity, then Constitution or Charisma.

Class Features

As a Child of Nyx you gain the following class features.

Hit Points

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


Armor: Light armor
Weapons: Simple weapons, rapier, scimitar, shortsword, whip
Tools: 1 set of tools of your choice
Saving Throws: Intelligence, Dexterity
Skills: Choose two skills from Stealth, Arcana, History, Investigation, Perception, Intimidation


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

  • (a) a light crossbow and 20 bolts or (b) 20 darts
  • (a) a component pouch, a sack, a mess kit or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon and two daggers

Table: The Child of Nyx

Level Proficiency
Features Hand of Darkness Damage —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Night Magic, Hand of Darkness, Expertise 1d6 2
2nd +2 Nocturnal Eyes, Agility 1d6 3
3rd +2 Twilight Haste, Shadow Sense, Surprise 2d6 4 2
4th +2 Ability Score Improvement, Shadow Travel 2d6 4 3
5th +3 Hand of Darkness, Cloud of Darkness, Fleet of Foot 3d6 4 3 2
6th +3 Expertise, Hidden 3d6 4 3 3
7th +3 Fleet of Foot, One With Shadow 4d6 4 3 3 1
8th +3 Ability Score Improvement, Shadow Travel 4d6 4 3 3 2
9th +4 Twilight Haste, Nyctophobia 5d6 4 3 3 3 1
10th +4 Ability Score Improvement 5d6 4 3 3 3 2
11th +4 Hand of Darkness, Obscure Talent 6d6 4 3 3 3 2 1
12th +4 Ability Score Improvement, Shadow Travel 6d6 4 3 3 3 2 1
13th +5 Twilight Haste, See No Evil 7d6 4 3 3 3 2 1 1
14th +5 Shadow Travel 7d6 4 3 3 3 2 1 1
15th +5 Veil of Night, Witching Hour 8d6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 8d6 4 3 3 3 2 1 1 1
17th +6 Night Incarnate 9d6 4 3 3 3 2 1 1 1 1
18th +6 Dusk to Dawn 9d6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 10d6 4 3 3 3 3 2 1 1 1
20th +6 Faded Presense 10d6 4 3 3 3 3 2 2 1 1

Night Magic[edit]

Starting at 1st level, you can immerse yourself within the facility of your own darkness and cast Spells.


You know and can cast all Cantrips from the child of Nyx spell list.

Preparing and Casting Spells

The table shows how many spell slots you have to cast your 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.

You prepare the list of spells that are available for you to cast, choosing from the child of Nyx spell list. When you do so, choose a number of spells equal to your Intelligence modifier + your level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are 3rd-level, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare a 1st-level spell, you can cast it using a 1st or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Additionally, as long as you are able to see a shadow of a creature you can make the spell target it instead, which would affect the creature as well. You ignore all obstacles and cover bonuses of the foe if you target its shadow with a spell attack.

Spellcasting Ability

Intelligence is your spellcasting ability for your 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 the spells 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

Ritual Casting

You can cast your spells as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can cast spells that require a spellcasting focus without having one.

Hand of Darkness[edit]

At 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Hand of Darkness column.

If the creature you are attacking is in dim light, you may add 1d6 to your normal Hand of Darkness damage. If the target is in darkness, you may add 2d6.


At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with your chosen tool set. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies to gain this benefit.

Nocturnal Eyes[edit]

Being born of night herself you have the superior ability to see in darkness. At 2nd level, you can see normally in Darkness, both magical and nonmagical, to a distance of 120 feet.


Starting at 2nd level, 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.

Twilight Haste[edit]

At night you are infused with power causing time to move differently for you. Starting at 3rd level, if it is nighttime and you are not in bright light, you have advantage on Initiative rolls. In addition, your movement speed increases by 10ft.

At 9th level, you gain the ability to change time around others as well. You can choose at the start of combat to give an amount of creatures equal to your Dexterity modifier within 60ft advantage or disadvantage on their Initiative roll. You cannot do this if you are surprised.

At 13th level, your movement speed is doubled at night and this feature works in bright light, as long as it is not sunlight.

Shadow Sense[edit]

Starting at 3rd level, as an action you can cloud your vision in darkness. You can see the shadows of all creatures within 120 feet, even through walls and obstacles, provided that they are casting a shadow. If you use this at night, you can even see the shadows of creatures that don't cast shadows themselves. This feature lasts for 1 hour or until you dismiss it. During this effect, you have a disadvantage on Investigation and Perception checks. You can do this twice per long rest.


Beginning at level 3, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Shadow Travel[edit]

At level 4, you can cast Misty Step without using a spell slot if you're traveling from one shadow to another.

At level 8, you can cast Dimension Door without using a spell slot if you're traveling from one shadow to another.

At level 12, you can cast Transport Via Shadow without using a spell slot if you're traveling from one shadow to another.

At level 14, you can cast Shadow Shift without using a spell slot if you're traveling from one shadow to another.

Ability Score Increase[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.

Cloud of Darkness[edit]

Starting at 5th level, after landing an attack with hand of darkness you can spend your bonus action to spread darkness on all creatures within 30ft radius from that target. Creatures that are affected must succeed a Constitution saving throw against your spell save DC or they become Blinded as long as they stay within 30 feet from that target. This effect lasts for 1 minute. When an affected creature re-enters the area of effect, they become Blinded again without being allowed to make a saving throw. You can do this a number of times equal to your Intelligence modifier per long rest.

Fleet of Foot[edit]

Starting at 5th 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.

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.


Starting at 6th level, you can become invisible while in dim light or darkness by using a bonus action. This invisibility lasts until you enter bright light, make an attack, or cast a spell.In addition, you have advantage on stealth checks as long as you are not in bright light.

One With Shadow[edit]

Starting at 7th level, you can meld with shadows. As an action, your form can temporarily disappear making enemies unable to target you. You can stay in this form for one turn, after which you are forced to rematerialize. At the beginning of your next turn, you can choose an unoccupied space within your vision that is up to 30ft away from when you used this feature. You materialize there and perform your turn. If you don't or can't pick a suitable space to reappear you are forced into the closest unoccupied space from where you used this feature and take 1d12 radiant damage. You can use this feature once before you must finish a short or a long rest to use it again.


Starting at 9th level, you can cause creatures to fear the darkness around them. Once per long or short rest you can use a bonus action you force all creatures within 60 feet radius from you to make a Wisdom saving throw against your spell save DC. If they fail they become Frightened of you and the dark for 10 minutes as long as they stay in dim light or darkness. They can end the effect prematurely by running to or creating light an area of light, such as lighting a torch.

Obscure Talent[edit]

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

See No Evil[edit]

Starting at 13th level, you can make your shape disappear in the minds of your targets. As an action, pick a number of targets equal to your Intelligence modifier that you can see within 30 feet of you. Targeted creatures that fail their Wisdom saving throw against your spell save DC become permanently unable to see you. True sight does not grant them the ability to see your presence, although they can restore their vision with a greater restoration spell. You can use this feature once before you must finish a long rest to use it again.

Veil of Night[edit]

Starting at 15th level, you can't become a target of Divination spells, they don't reveal any information about you. Spells like scrying ignore your presence and show an empty space instead of your shape.

Witching Hour[edit]

At 15th level, as a bonus action at night you can halt the flow of time around you. Roll a d20 against a DC of 10, if you succeed you can take another full turn straight after this one. On a failed save, you take 2d12 psychic damage. You may use this ability again but for each additional attempt, the DC increases by 2 to a maximum of 20. This DC then resets after a short rest.

Night Incarnate[edit]

At 17th level, as an action at night, you can assume the form of night itself. For 1 minute, shadows wrap around your form. For the duration, you regain 5 hit points at the start of every turn as long as you have 1 hit point remaining, and you have advantage on all saving throws against spells. Additionally, each creature of your choice within 120 ft of you that is aware of you must succeed on a Wisdom saving throw against your spell save DC or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you cannot use it again until you complete a long rest.

Dusk to Dawn[edit]

Starting at 18th level, when you drop to 0 hit points, you transform into a shadow of yourself instead of falling unconscious, provided that you aren't in sunlight. If you can't transform, you simply fall unconscious like you normally would. While in shadow form, you can't take any actions, speak, or manipulate objects. You are weightless, have a speed of 30 feet, and can travel across any non-liquid surface disregarding gravity and anything that would impede movement however you cannot travel through sunlight. In addition, if light can pass through a space, you can do so without squeezing. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage. While you have 0 hit points in shadow form, you can't revert to humanoid form, and you must reach some form of magical healing within an hour or be destroyed.

Faded Presense[edit]

Starting at 20th level, spells that target only you have a disadvantage on spell attack roll and you have an advantage on every DC against spells that exclusively target you. Additionally you begin to fade out of existence. You can become incorporeal in darkness and you can't be sensed by normal means. You can pass through solid objects and creatures as if they were difficult terrain. Creatures under the effect true sight can still perceive you.

Child of Nyx Spell List[edit]


mage hand, minor illusion, prestidigitation, vicious mockery

1st Level

bane, detect magic, grease, hideous laughter, silent image

2nd Level

blindness/deafness, darkness, darkvision, hold person, misty step, pass without trace, blur, invisibility

3rd Level

blink, fear, major image, haste, vampiric touch, bestow curse

4th Level

black tentacles, blight, dimension door, greater invisibility, phantasmal killer

5th Level

antilife shell, cloudkill, creation, mislead, hold monster

6th Level

eyebite, harm, transport via shadow, programed illusion

7th Level

shadow shift, etherealness

8th Level

horrid wilting, power word stun

9th Level

weird, power word kill

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