Wizard
Base Class: Wizard

Summon Soldiers-

         Starting at 2nd level, you can resurrect the shadows 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 60 feet of you that has been dead for no longer than 48 hours, and that is not a construct, inorganic creature, or undead. Each Soul you extract will become a soldier that you can control. The shape of the summoned creature is the same as when they were alive, but the color is ink black with shadowy wisps rising from its body, and eyes that glow with eldritch blue light. Their base HP and armor class will be represented in the chart below. The attack of your summon is based on the summons unrestricted attack from when it lived. Your summon has any abilities it had while it lived. The way to extract a soul is by rolling based on the creature's CR rating relative to your level. For a creature 1/4th your level or below, you must pass an check with a DC of 6, if it is 1/4th of your level to 1/2 of your level you must pass a DC 10, if it is 1/2 your level to even with your level you must pass a DC 14. For a creature 1 or more levels higher you must beat a DC 18. For the DC check you will use the following formula, d20 + your Intelligence modifier + Proficiency Bonus when you roll to extract a soul. You have one chance starting at 2nd level but will increases by one additional chance at level 4 (2 rolls), 6 (3 rolls), 10 (4 rolls), and 14 (5 rolls).  If you fail to capture the soul, the soul is lost forever and cannot be attempted to be extracted ever again. You can store a number of soldiers equal to your level + Proficiency Bonus + Intelligence Modifier × 5 within your shadow. Once extracted the soul will immediately be stored in your shadow, if there is no room you must choose to release a stored soldiers soul or forfeit the new soul. 

       In battle, as an action, you can summon one soldier from your shadow, the soldiers will act at the end of your turn following your orders. If they complete your orders or receive no commands they will take the dodge action. Upon death, that soldier will return to your shadow and cannot be summoned again until you take a long rest. Upon resting, the soldiers HP will be fully restored.

     Soldier Level is calculated after the extraction a shadow, roll d100 or percentile die to decide the level of the shadow. To level up a shadow beyond its initial level, you must sacrifice two other shadows per level. 0-14=1st, 15-29=2nd, 30-39=3rd, 40-49=4th, 50-59=5th, 60-69=6th, 70-79=7th, 80-84=8th, 85-89=9th, 90-94=10th, 95-99=11th.

Grades                                       HP                                       Armor Class
1st-Normal                      25% of original                                    10
2nd-Infantry                    35% of original                                    11
3rd-Elite                           50% of original                                    12
4th-Knight                        60% of original                                   13
5th-Elite Knight               75% of original                                   14
6th-Commander             85% of original                                   15
7th-Colonel                     100% of original                                 16
8th-General                     110% of original                                 17
9th-Major General          125% of original                                18
10th-Marshal                  135% of original                                19
11th-Grand Marshal      150% of original                                 20

 

Animating Shadows-

        Beginning at 6th Level, You can bring to life the shadow of a creature you can see within a 30 foot range. The target must make a Wisdom saving throw against your spell save DC or have their shadow animate into a malevolent attacker. The shadow stays attached to the target, sharing its space, and constantly assailing the target, granting advantage on all attacks against it. In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the target's turns. At the end of each turn, the target can reattempt the wisdom saving throw against your spell save DC to dispel the shadow and end the effect. You may use this ability three times per a short rest.

Shadow General-

         At 6th level you can also choose a shadow to be your most loyal soldier. The chosen shadow gains the passive ability that whenever it would be killed by an attack (must choose to do so before the damage roll) you can use your reaction to return it to your shadow unharmed where its health fully restored (you may only use this ability once per long rest). This does not provoke an opportunity attack. Whenever you gain the Ability Score Improvement class feature, your Shadow General's abilities also improve. Your shadow can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. This shadow can no longer be permanently destroyed unless you release its soul. If you designate a new shadow as your shadow general, the old one will lose all the improvements and the new general receives them instead (you cannot change the previously increased ability scores.)

Shadow exchange-

        At 6th level, as an action, or as a reaction in response to being hit by a weapon attack, you may swap places with a shadow soldier that is up to 90ft away. You can use this ability a number of times equal to your proficiency bonus + Intelligence modifier.

Soldier Enhancements-

        At 10th level you gain two passive abilities:

                  • You can deploy three soldiers using your action where you could only deploy one previously

                 • Soldiers remember details and information from before their death. They can communicate with you regardless of language.

Soul Harvest-

           Starting at 10th level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any shadow under your control have killed one or more creatures you gain hit points equal to your Intelligence modifier + 1d10.

 

Shadow's Dominion-

          At 14th level you may take an action to activate Shadow Dominion. This causes the floor within a 120ft radius in a point you choose within 60 feet to become dyed black in shadows. You can summon 5 soldiers and your soldiers will get your proficiency bonus added to their attack and damage rolls while they stay in the circle. The circle can be active for up to 1 hour but it requires concentration and you are immobilized. 

 

 

 

 

 

 

 

Summon Soldier

  Starting at 2nd level, you can resurrect the shadows 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 60 feet of you that has been dead for no longer than 48 hours, and that is not a construct, inorganic creature, or undead. Each Soul you extract will become a soldier that you can control. The shape of the summoned creature is the same as when they were alive, but the color is ink black with shadowy wisps rising from its body, and eyes that glow with eldritch blue light. Their base HP and armor class will be represented in the chart below. The attack of your summon is based on the summons unrestricted attack from when it lived. Your summon has any abilities it had while it lived. The way to extract a soul is by rolling based on the creature's CR rating relative to your level. For a creature 1/4th your level or below, you must pass an check with a DC of 6, if it is 1/4th of your level to 1/2 of your level you must pass a DC 10, if it is 1/2 your level to even with your level you must pass a DC 14. For a creature 1 or more levels higher you must beat a DC 18. For the DC check you will use the following formula, d20 + your Intelligence modifier + Proficiency Bonus when you roll to extract a soul. You have one chance starting at 2nd level but will increases by one additional chance at level 4 (2 rolls), 6 (3 rolls), 10 (4 rolls), and 14 (5 rolls).  If you fail to capture the soul, the soul is lost forever and cannot be attempted to be extracted ever again. You can store a number of soldiers equal to your level + Proficiency Bonus + Intelligence Modifier × 5 within your shadow. Once extracted the soul will immediately be stored in your shadow, if there is no room you must choose to release a stored soldiers soul or forfeit the new soul. 

       In battle, as an action, you can summon one soldier from your shadow, the soldiers will act at the end of your turn following your orders. If they complete your orders or receive no commands they will take the dodge action. Upon death, that soldier will return to your shadow and cannot be summoned again until you take a long rest. Upon resting, the soldiers HP will be fully restored.

     Soldier Level is calculated after the extraction a shadow, roll d100 or percentile die to decide the level of the shadow. To level up a shadow beyond its initial level, you must sacrifice two other shadows per level. 0-14=1st, 15-29=2nd, 30-39=3rd, 40-49=4th, 50-59=5th, 60-69=6th, 70-79=7th, 80-84=8th, 85-89=9th, 90-94=10th, 95-99=11th.

Grades                                       HP                                       Armor Class
1st-Normal                      25% of original                                    10
2nd-Infantry                    35% of original                                    11
3rd-Elite                           50% of original                                    12
4th-Knight                        60% of original                                   13
5th-Elite Knight               75% of original                                   14
6th-Commander             85% of original                                   15
7th-Colonel                     100% of original                                 16
8th-General                     110% of original                                 17
9th-Major General          125% of original                                18
10th-Marshal                  135% of original                                19
11th-Grand Marshal      150% of original                                 20

Animate Shadows

Animating Shadows-

        Beginning at 6th Level, You can bring to life the shadow of a creature you can see within a 30 foot range. The target must make a Wisdom saving throw against your spell save DC or have their shadow animate into a malevolent attacker. The shadow stays attached to the target, sharing its space, and constantly assailing the target, granting advantage on all attacks against it. In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the target's turns. At the end of each turn, the target can reattempt the wisdom saving throw against your spell save DC to dispel the shadow and end the effect. You may use this ability three times per a short rest.

Shadow General-

         At 6th level you can also choose a shadow to be your most loyal soldier. The chosen shadow gains the passive ability that whenever it would be killed by an attack (must choose to do so before the damage roll) you can use your reaction to return it to your shadow unharmed where its health fully restored (you may only use this ability once per long rest). This does not provoke an opportunity attack. Whenever you gain the Ability Score Improvement class feature, your Shadow General's abilities also improve. Your shadow can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. This shadow can no longer be permanently destroyed unless you release its soul. If you designate a new shadow as your shadow general, the old one will lose all the improvements and the new general receives them instead (you cannot change the previously increased ability scores.)

Shadow Exchange

Shadow exchange-

        At 6th level, as an action, or as a reaction in response to being hit by a weapon attack, you may swap places with a shadow soldier that is up to 90ft away. You can use this ability a number of times equal to your proficiency bonus + Intelligence modifier.

Soldier Enhancements-

        At 6th level you gain two passive abilities:

                  • You can deploy three soldiers using your action where you could only deploy one previously

                 • Soldiers remember details and information from before their death. They can communicate with you regardless of language.

Soul Harvest

Soul Harvest-

           Starting at 10th level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any shadow under your control have killed one or more creatures you gain hit points equal to your Intelligence modifier + 1d10.

Shadow's Dominion

Shadow's Dominion-

          At 14th level you may take an action to activate Shadow Dominion. This causes the floor within a 120ft radius in a point you choose within 60 feet to become dyed black in shadows. You can summon 5 soldiers and your soldiers will get your proficiency bonus added to their attack and damage rolls while they stay in the circle. The circle can be active for up to 1 hour but it requires concentration and you are immobilized. 

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