Base Class: Rogue
Shadow stalker Rogue Sub Class (Homebrew)
A Rogue embraces the shadow and forms a pact with Shar the goddess of darkness, to eventually, become part Shade.
You gain various class features, you can become part shadow and cast shadow pact magic, with this pact you gain a shadow form that is linked to your soul, It can change forms and gain abilities according to the form.
This subclass Shadow Stalker comes with a downside. You are vulnerable to Radiant Damage, you will also have to sacrifice a lot of health to use your Shadow Form and your Shadow Pact Magic.
You have to be strategic and wait for the perfect opportunity to strike, your main focus is to move with Stealth and do as much Sneak Attack damage as possible.
This subclass is for someone who is looking for a challenge.
Shadow Pact
When you choose this archetype at 3rd level, you commune with Shar the goddess of Darkness, you form a Dark Pact with her.
Your shadow is now linked to her darkness and becomes gateway to her realm Shadow Fell, she entrusts you with the the Book of Shadow, that grants you the ability to cast Shadow Pact Magic, and the Shadow Mantle, that grants you the ability to control your Shadow form.
As you commune with Shar, you can gasp in pain as you feel a part of your soul being ripped from you. You see your shadow move away from your body, it forms in a shape that is a copy of you, but made of darkness and shadow. The Shadow Mantle forms on the chest of your Shadow Form and the Book of Shadow also forms in its open hand, The mantle and the book looks transparent with a shadowy dark purple fire burning from them. An intricate pattern with runes and symbols form and illuminates from them as a dark purple glow.
Suddenly the mantle and the book break apart into multiple shadow shards still glowing purple, they phase towards your body, the mantle and book appear on you as they did on your Shadow Form. With the Mantle and Book now fuzed to you, you fall prone in pain, as your senses overflow with new sounds, visions, smells, tastes and touch, as if you have the senses of another person. Once you grow used to this new overwhelming sense you realise that this sense is Shadow Sense, a type of sight that gives you the ability to sense whatever your Shadow Form senses.
Shadow Form
At 3rd level, once before Dawn after a long rest, by meditating for 1 hour, within any form of darkness you can commune with Shar to summon your Shadow Form.
You can determine the shadow Form's Total Health Pool by paying 2 of your own total health to give the Shadow Form 1 Total Health. Subtract that amount from your Total Health, this is your new Total Health. (Override this Total Health.)
The Shadow Form is your shadow that is a copy of you. It cannot speak but moves in the same way as you do. When summoned your shadow does not appear on your body.
Any D20 roll required for your Shadow Mantle/Form will have a +0
Your Shadow form cannot be healed in any form.
Your Shadow Form can sacrifice 5 hp to its hp to give yourself 1 hit die back instantly, or give a Party Member 1 hit die back to use during a short rest.
The Shadow Mantle/Form may not wield any armour or weapons.
You can only transform into one form or cast one spell per round. After your Shadow Form transformed or cast a spell it reverts to its original form.
Below are the Stat Blocks for level scaling of the shadow Form:
Level 3
Sunlight Weakness.
While in Bright or sunlight, the Shadow Form has disadvantage on attack rolls, ability checks, and saving throws.
Cursed.
The Shadow Form and any creature it has coated is Vulnerable to Radiant damage and has Sunlight Weakness.
Sensés
Darkvision 60 ft., Passive Perception 10
Shadow Sense.
You can see, hear, smell, taste and feel whatever your Shadow Form does at any time.
Vulnerabilities
Radiant Damage
Mind Slither.
Your Shadow Form can attack for a bonus action.
DC = Your INT modifier + your current class level.
Deal 1d4 Psychic damage.
Reciprocate.
Your Shadow Form can sacrifice 5 health from itself to instantly give your 1 spirit slot back, or your Shadow Form can sacrifice 5 health to give one Party Member one of their own hit die extra when taking a short rest.
Shadow Coating. Your Shadow Form leaps toward You or a willing Party Member that is within range and grants them one of the following buffs: 1.Coat a Weapon and add +2 Necrotic damage to the wielder’s Attack 2. Coat a Chest Piece or Shield and add + 1 AC to the holder’s Defense. 3.Coat a creature’s body in a dark Aura to give them + 10 temp Hp. 3. Coat a Party Member's Soles, they gain the average Stealth and Slight of hand scores of You and the Party Member when rolling for stealth or slight of hand.
Upcast: One additional willing creature can be coated.
Shadow Hand. Your Shadow Form evaporates into a shadowy mist that floats 5 feet above the ground, it then forms into the shape of a hand. The shadow Hand can do almost anything a normal hand can and you can use a bonus action to move and attack with it. It can pick locks using thief's tools or pick up items that weigh below 10 pounds or the hand it can snap its fingers to make a sound or slap a creature for 2 Psychic damage. The hand can attack using a dagger and become invisible when in dim light or darkness. It has 5HP.
Upcast: The shadow hand can split into two hands to perform the "1000 years of pain" attack dealing 1d8 Psychic Damage and carry up to 20 pounds.
Shadow Grease. Your Shadow Form Transforms into Shadow grease, oozing and spreading on the ground in a 10-foot square, this shadow grease becomes difficult terrain and can move. Each creature affected by the shadow grease on their turn, must succeed on a Dexterity saving throw or fall prone.
Upcast: The grease can expand up to a 15-foot square and will not affect you or nominated creatures. It will move away to form an opening in the grease as it is stepped on or move around feet when moving through you or other Party Members.
Mind Slither.
Your Shadow Form can attack for a bonus action.
DC = Your INT modifier + your current class level.
Deal 1d4 Psychic damage.
Description
The Shadow Form is your shadow that is a visual copy of you. It cannot speak but moves in the same way as you do.
Lair and Lair Actions
When your Shadow Form's hit points is reduced to 0, it returns to Shadow Fell, your shadow returns to your body when your Shadow form is not summoned.
Level 9
Sunlight Weakness.
While in Bright or sunlight, the Shadow Form has disadvantage on attack rolls, ability checks, and saving throws.
Resistance to:
Bludgeoning Damage, Piercing Damage and Slashing Damage from Nonmagical Attacks.
Immunities to:
Necrotic Damage and Poison Damage.
Ccondition immunities:
Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained.
Nebulous. Your Shadow Form can freely pass through any spaces that is as narrow as 1 inch wide at the cost of one of you Hit die.
Hide in Shadow. When your Shadow Form is in dim light or darkness, it can take the Hide action as a bonus action.
Bonded.
Your Shadow Form gives the creature its Coated a +1 DC on any saving throw and +1 to hit to any attack.
Mind Slither.
Your Shadow Form can attack for a bonus action.
DC = Your INT modifier + your current class level.
Deal 1d6 Psychic damage.
Cursed.
The Shadow Form and any creature it has Coated is Vulnerable to Radiant damage and has the Sunlight weakness.
Attack.
As a bonus action you form may attack using 2 standard daggers made from shadow (Counts as magic), using the same "to hit” stats as your current equipped dagger, but without the proficiency modifier. You can control your Shadow Form using a bonus action or reaction.
Shadow Wings. Your Shadow Form warps into various shapes and explodes into hundreds of shadow shards that scatter 30 feet up into the air, the Shards form into feathers and float down towards the willing creature to form wings on the creatures back that enables the creature to fly for the duration of the spell.
Upcast: you can cast Shadow wings on two willing creatures.
Dark Disguise. You touch your Shadow Form, it oozes out of its shape and envelops your whole body to transform your appearance, you can change all your features as you wish and can transform into a size that is one size larger or one size smaller than you.
Upcast: You gain secret knowledge that only the creature you transformed into would know. You gain knowledge about their background, social standings and their personality. You can mimic the creatures voice and body language. Requirement: 1 drop of blood of that creature.
Shadow Bind. Your Shadow Form extends and bends itself towards a creature it can see, when your Shadow Form touches the target creature's shadow, the target must succeed on a Wisdom saving throw of 14 or be paralysed for the duration of the spell. At the end of each of its turns, the target can make another Wisdom saving throw, on a success, the spell ends and your Shadow Form loses its hold on the target (Concentration) You may still move and attack.
Upcast: Your Shadow form can bind up to 2 creatures in total.
Shadow Daggers. Your Shadow Form splits into 4 shards that fly off in the direction of a target creature within a range of 30 feet, the shadow shards transform into 4 shadow daggers that pierces a target creature's shadow. The target creature takes 1d4 Psychic Damage for each dagger. This attack cannot be avoided and you can direct them to hit one creature or several.
Upcast: You can attack with a total of 6 shadow daggers.The target creature(s) takes 1d4+1 Psychic Damage for each dagger or you can focus it all onto 1 Creature and multiply your damage by 2.
Shadow Swap. You and your Shadow Form, instantly fade into a shadowy mist and swap positions with each other. You and your Shadow Form deal 5 Force Damage to all creatures within 5 ft of you or your Shadow Form.
Upcast: Deal an additional 5 Force Damage, and affected creatures are knocked back 10 feet from you and your Shadow Form.
Skulking Darkness. Multiple shards of shadow splits from your Shadow Form and scatter into the air, they stop within 5 feet of your Shadow Form and explode into a shadowy mist that expands to fill a 10-foot-radius sphere around your Shadow Form. The darkness spreads around corners and snuffs out all sources of light. Nonmagical light, as well as magical light from spells of 7th level or below cannot illuminate within this darkness. Other creatures with dark vision can’t see through this darkness and attack with disadvantage. You gain advantage on attack rolls when you attack from within the darkness. Your Shadow Form can also Coat any item with this darkness.
Upcast: The Darkness expands to 15 feet. Any creature that enters or starts their turn within the darkness must make a WIS saving throw of 14 or become frightened.
Mind Slither.
Your Shadow Form can attack for a bonus action.
DC = Your INT modifier + your current class level.
Deal 1d6 Psychic damage.
Attack.
As a bonus action you form may attack using 2 standard daggers made from shadow (Counts as magic), using the same "to hit” stats as your current equipped dagger, but without the proficiency modifier. You can control your Shadow Form using a bonus action or reaction.
Description
The Shadow Form is your shadow that is a copy of you. It cannot speak but moves in the same way as you do.
Lair and Lair Actions
When your Shadow Form's hit points is reduced to 0, it returns to Shadow Fell, your shadow returns to your body when your Shadow form is not summoned.
Level 13
Sunlight Weakness.
While in Bright or sunlight, the Shadow Form has disadvantage on attack rolls, ability checks, and saving throws.
Resistance to:
Bludgeoning Damage, Piercing Damage and Slashing Damage from Nonmagical Attacks.
Immunities to:
Necrotic Damage and Poison Damage.
Ccondition immunities:
Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained.
Nebulous. Your Shadow Form can freely pass through any spaces that is as narrow as 1 inch wide at the cost of one of you Hit die
Hide in Shadow. When your Shadow Form is in dim light or darkness, it can take the Hide action as a bonus action.
Bonded.
Your Shadow Form gives the creature its Coated a +1 DC on any saving throw and +1 to hit to any attack.
Mind Slither.
Your Shadow Form can attack for a bonus action.
DC = Your INT modifier + your current class level.
Deal 1d6 Psychic damage.
Cursed.
The Shadow Form and any creature it has Coated is Vulnerable to Radiant damage and has sinlight weakness
Weakness.
While in Bright or sunlight, the Shadow Form has disadvantage on attack rolls, ability checks, and saving throws.
Attack: As a bonus action you form may attack using 2 standard daggers made from shadow (Counts as magic), using the same "to hit” stats as your current equipped dagger, but without the proficiency modifier. You can control your Shadow Form using a bonus action or reaction.
Envelop Shadow. Your shadow Form flies towards a target to envelop the creature in shadow, You and your Party Members gain 1d4 extra Damage on every hit against the enveloped target.
Upcast: You gain 1d10 +2 extra Damage on every hit against the enveloped target.
Shadow Fiend. You touch your Shadow Form to temporarily merge with it. For the duration you appear as fire made out of Darkness and Shadows, You have runes and symbols illuminated from you in a dark purple haze. As you move a trail of Shadowy Dark Mist follows your movements, the Dark Shadowy Mist floats in the position it has formed from your movements. This Dark Shadowy Mist obscures any creatures view and they cannot see through it, it can be removed by walking through it, or by a strong gust of wind. You gain the following benefits when you are in this form: +5 movement, +2 to Hit, +2 Damage, +2 AC and Immunity to Necrotic and Poison damage.
Upcast: An enemy creature that is hit by your attacks must make a DEX saving throw of 14 or be knocked prone.
Dark Revenge: Your Shadow Form becomes imbued with Necrotic energy for the duration of the spell. As a Reaction, whenever a creature within 5 feet of you hits you with an attack, a shadowy thorn whip extends from your Shadow Form and lashes at the attacking creature that is within 30 feet, dealing 2d10 Necrotic Damage.
Upcast: Another thorn whip can extent from your Shadow Form to attack one additional enemy that is not attacking you, that is within 15 feet.
Mind Slither.
Your Shadow Form can attack for a bonus action.
DC = Your INT modifier + your current class level.
Deal 2d6 Psychic damage.
Attack.
As a bonus action you form may attack using 2 standard daggers made from shadow (Counts as magic), using the same "to hit” stats as your current equipped dagger, but without the proficiency modifier. You can control your Shadow Form using a bonus action or reaction.
Description
The Shadow Form is your shadow that is a copy of you. It cannot speak but moves in the same way as you do.
Lair and Lair Actions
When your Shadow Form's hit points is reduced to 0, it returns to Shadow Fell, your shadow returns to your body when your Shadow form is not summoned.
Level 17 (copy of your own stats)
Your Shadow Feat:
Blessed in Shadow. (1 use)
Once per long rest as an action you can hide in your Shadow Form to regain hp by rolling a 1d10 + your proficiency modifier.
Your Shadow Form Lvl 17:
Your Shadow Form becomes a copy of you with all your abilities, skills, feats and traits, and it looks like you in every way, mirroring whatever you are wearing or whatever have equipped, but still remains as dark as a shadow.
Symbiotic.
You and your shadow form share your ability and feat uses and slots.
Shadow Veil. Your Shadow Form falls flat on the floor into a pile of black glossy ooze, the ooze starts to bubble as multiple bright purple runes and glyphs form in smoke above it, the ooze then rises up and transforms into the shape of a dark figure wearing a hooded cloak that is covered in multiple small bright purple glowing runes and glyphs, the cloak and expands onto the floor in a 5 foot area that is 10 feet high, the cloaked figure opens the cloak to reveal an dark purple glowing illuminated entrance to Shadow Fell, a pocket dimension of Shar. When you or one willing creature within 5 feet enters the gateway you and/or the creature leave this realm and enter a pocket dimension is an exact copy of this world, but it is dark and shadowy, and an inverse of the light in this world. Upon entry the creature takes Psychic Damage equal to the creature's hit die +5, and then takes their hit die damage for every 5 feet of movement within shadow fell thereafter, until they leave willingly. However, any movement inside shadow Fell will reflect in the outside realm.
Upcast: You and another willing creature can enter the gateway.…and you will not take damage while moving in Shadow Fell.
Description
The Shadow Form is now a copy of you. It cannot speak but moves in the same way as you do and has all your stats, feats and abilities, you also share the slots and uses of all the abilities.
Lair and Lair Actions
When your Shadow Form's hit points is reduced to 0, it returns to Shadow Fell, your shadow returns to your body when your Shadow form is not summoned.
Shadow Pact Magic
The Book of Shadow that Shar entrusted you with, gives you and your Shadow Form the ability to cast Shadow Pact Magic.
When you cast a Shadow Spell you are commanding your Shadow Form to cast the Spell using your Bonus Action or a Reaction. The Reaction can be used during or out of your turn. Your Shadow Form will take on the form of the spell and execute the spell. As soon is the spell is ended in anyway, the Shadow Form will revert back to its original form. If your Shadow Form is dead you cannot cast any spells.
You can Cast Shadow Pact Magic by burning Spirit Slots. To burn a Spirit slot you must sacrifice your Health by taking a your hit die (1d8) damage.
You have Spirit slots equal to your current class level. (eg. Rogue Class Level 11 = 11 spirit slots.).
You may upcast your Pact Magic at the cost of an extra 2 spirit slots to gain extra benefits as per spell description Your Shadow Mantle/Form acts as a focus and vassal and then forms into the Pact Magic spell accordingly and can be taken as a Bonus action unless stated otherwise in the spell description. In other words, if you do not have a Shadow Mantle/Form available you cannot cast any pact magic nor can you cast various Pact Magics as each will override the next.
The duration of all Shadow Pact Magic spells are equal to your current class level in minutes. (eg. Rogue Class Level 11 = 11 minutes per spell.) Shadow Pact Magic Spells reset after a long rest, once per day you can choose new Shadow Pact Magic Spells from your Book of Shadow.
* Create the book of Shadow using the template below, the add it to your inventory.
Book of Shadow
Wondrous item, very rare
In Equipment
1 Charges
Weight --
Cost --
Description:
This is a book made from the essence of darkness and shadow, when you look at the book you can see through it when it is closed in your hand. The outside is covered in runes and intricate patterns that illuminate in a dark purple when you touch them.
When you open the book it looks like any other book with yellowish papyrus pages, however there in no legible text written inside, just more runes and glyphs, each page has its own unique symbol in the center surrounded by the runes and glyphs.
When you touch the symbol the spell is known, the symbol and surrounding runes and glyphs on the page flows from the page around your your finger like a snake would, all they way up to you forearm where is is impeded as a dark purple illuminated tattoo. When you touch the empty page where the spell was the tattoo then flows back to the page in the same way.
This is the Book of Shadow, entrusted to you by the goddess Shar when you made your Pact with her. Without this book you will not be able to commune with her, control your Shadow Form or cast Shadow Pact Magic.
The book will only appear once per day before dawn when you commune with Shar to summon your spirit form.
Any other creatures are not able to see or touch the book, to them it does not exist.
TAGS: SUMMONING, CONTROL, COMMUNICATION, INSTRUMENT, FOCUS
Shar’s Blessing
At 9th level, your Book of Shadow flutters at your side, you open the book there are runes and glyphs with no legible text, each page has its own unique symbol in the center of the page, the runes and glyphs form in above the page a shadowy dark purple mist and reforms in another unique symbol with runes and glyphs on a blank page in the book.
You can now cast stronger Shadow Pact Magic and your Shadow Form becomes stronger.
Tame the Shadows
At 13th level, your Shadow Form suddenly teleports back to your body as it takes various forms in a few seconds, it then tears into shards that form into letters and runes that then form in a shadowy circle, spinning around you. Your Shadow Form the reverts back to its original form and gains + 5 to its Total hp from now on when summoning it through ritual casting by meditation before dawn. Your D20 rolls for your Shadow Form become the same as your current rolls and you can now cast even stronger Shadow Pact Magic
You can now cast even stronger Shadow Pact Magic and your Shadow Form becomes even stronger.
Shadow Master
At 17th level, your Shadow Form shrieks as it tears into a dozen pieces that stream towards you, as the Shadow Shards enter your body, you can see your Shadow Mantle illuminate with a dark purple haze as runes and intricate patterns form all over it. Your Shadow Form then reverts back to its original form and gains + 10 to its Total hp from now on when summoning it through ritual casting by meditation before dawn. You can now cast the strongest Shadow Pact Magic. Once per long rest as an action you can hide in your Shadow Form to regain hp by rolling a 1d10 + your proficiency modifier.
Comments