Base Class: Rogue
"Rise and serve your king."
The Shadow Monarch is a rogue who transcends the limits of mortality, wielding power over the fallen. Through the forbidden art of Shadow Extraction, they claim the shadows of their defeated enemies, turning them into loyal warriors that fight by their side. While others rely on personal skill or raw power, the Shadow Monarch thrives on strategy, dominance, and overwhelming numbers.
At first, the path of the Monarch is subtle—a single shadow following in your footsteps, aiding you in battle. But as your power grows, so too does your army. Common shadows become knights, and knights become generals, each with their own unique abilities and battlefield presence. By endgame, you wield an entire legion, led by Named and Legendary Named Shadows, some powerful enough to challenge the gods themselves.
A Different Kind of Rogue
Unlike traditional rogues, the Shadow Monarch is not just a lone assassin. Instead, they are:
- A battlefield commander, issuing orders to their ever-growing shadow army.
- A mobile combatant, blinking across the battlefield with supernatural speed.
- A relentless hunter, whose army only grows stronger with each enemy they fell.
- A sovereign of death, feared not for what they are, but for what follows them.
Core Features of the Shadow Monarch
- Shadow Extraction – Convert fallen enemies into shadow warriors that fight for you.
- Named & Legendary Named Shadows – Some shadows retain their identity, unlocking powerful abilities like Crimson Execution (Igris) and Tyrant’s Command (Beru).
- Monarch’s Sprint & Shadow Dash – Gain immense speed and mobility, blinking across the battlefield.
- Army Growth – Start with a single shadow, but eventually command an entire force.
- Battlefield Control – Frighten enemies, telekinetically control shadows, and lead a legion.
Level 3: Monarch’s Sprint
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At Level 3, your base movement speed increases by +25 feet, and you gain Shadow Dash, allowing you to teleport up to 20 feet a number of times equal to your Proficiency Bonus per short rest.
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By Level 9, your speed further increases to +10 feet, and your Shadow Dash range extends to 30 feet. Additionally, Shadow Dash no longer costs a Bonus Action, meaning you can teleport once per turn freely without using an action.
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At Level 13, your total speed increase reaches +70 feet, and Shadow Dash becomes unlimited, meaning you can teleport as much as you like in combat. You also no longer provoke opportunity attacks when moving, allowing you to weave through enemies effortlessly.
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At Level 17, your movement speed skyrockets to 145 feet. You become a force beyond mortal limitations, able to run up walls, across ceilings, and over water as if it were solid ground. Additionally, whenever you use the Dash action, you become invisible until the start of your next turn, making you an untouchable phantom.
| Level | Base Movement Speed Increase | Additional Effects |
|---|---|---|
| 3 | +10 ft. | Gain Shadow Dash (short-range teleport up to 20 ft., Proficiency Bonus per short rest) |
| 9 | +20 ft. | Shadow Dash range increases to 30 ft., no longer requires a Bonus Action (can be used freely once per turn) |
| 13 | +40 ft. | Shadow Dash becomes unlimited (usable every turn), can now move through enemy spaces without provoking attacks of opportunity |
| 17 | +60 ft. | Can now move across vertical surfaces and liquids as if they were normal ground; Dash action grants invisibility until the start of your next turn |
Shadow Extraction
- When you reduce a creature to 0 HP, you can attempt to extract its shadow as a Bonus Action by rolling a D100.
- The extracted shadow becomes your servant and follows your commands.
- You can have only two shadows summoned at a time at this level.
- If you attempt to extract a second shadow, you must release your existing one.
Shadow Extraction uses two rolls depending on the creature's CR (Challenge Rating):
For Regular Creatures (CR 9 or lower):
- You only roll a D100 to determine if extraction is successful and what rank the shadow becomes.
For Stronger Creatures (CR 10+ or Bosses):
- You must first roll a D20 to see if the shadow can even be extracted.
- If the D20 meets or exceeds the required DC, you then roll a D100 to determine its rank.
- This keeps boss extractions rare and powerful.
| D100 Roll | Rank | Modifiers |
|---|---|---|
| 1-50 | Failed Extraction | The shadow does not rise. You may retry twice before a long rest. |
| 51-70 | Common Shadow | Standard stats (same as the original creature, HP = 2x your Rogue level) |
| 71-85 | Elite Shadow | +2 to Attack Rolls, +10 HP |
| 86-97 | Knight Shadow | +4 to Attack Rolls, +20 HP, Resistance to Non-Magical Damage |
| 98-100 | Named Shadow |
Gains a unique ability and personality |
- If a creature's CR is 5 or higher, the DC for a successful extraction increases to DC 16 (roll 16+ on a D20 before rolling for rank).
- Bosses (CR 10+) cannot be extracted at this level.
Shadow Behavior & Commands
- Shadows act on your turn, following simple commands such as Attack, Defend, or Follow.
- They cannot use Sneak Attack yet (prevents early game abuse).
- They do not have spellcasting unless they were a spellcaster in life, in which case they retain one cantrip.
At Level 9, every Named Shadow gains one Legendary Action per turn (usable at the end of another creature’s turn).
At Level 13, they gain two Legendary Actions per turn.
At Level 17, they gain three Legendary Actions per turn and can select their ability instead of rolling.
| d35 Roll | Named Shadow Ability (Based on Generals & Legends) | Effect | |
|---|---|---|---|
| 1 | Crimson Duelist (Igris) | Gains +2 AC when fighting only one creature, and advantage on melee attacks against creatures larger than itself. Passive. | |
| 2 | Executioner's Grace (Igris) | After a critical hit, make two additional attacks on the same target. Recharges on short rest. | |
| 3 | Royal Roar (Beru) | All enemies within 60 ft. must make Wisdom save (DC 8 + Proficiency + Charisma) or be frightened for 1 minute (repeat save end of turn). Legendary Action. | |
| 4 | Stormcaller's Wrath (Tusk) | Once per combat, cast Chain Lightning (8d8, Dex save for half). Recharges on short rest. | |
| 5 | Iron Sentinel (Iron) | This shadow automatically takes half of an adjacent ally’s damage as a Reaction. Passive. | |
| 6 | Titan's Impact (Tank) | When this shadow lands a melee attack, it can create a shockwave, dealing 5d8 force damage to all enemies in a 20-foot radius. Legendary Action. | |
| 7 | Ruthless Cleave (Igris) | After killing a creature, may immediately move up to 30 ft. and make another melee attack. Passive. | |
| 8 | Greed's Grasp (Greed) | Grapples enemies it hits and deals 4d6 necrotic per turn grappled. Passive. | |
| 9 | Abyssal Explosion (Tusk) | On death, explodes in 30-ft radius for 8d10 necrotic, damaging all creatures and objects. Death Trigger. | |
| 10 | Gravitic Smash (Tank) | As a Legendary Action, leap into the air and crash down, creating a 15-ft radius gravity well. All creatures within range must succeed on a Strength save (DC = 8 + Proficiency + Strength) or take 4d12 force damage and be pulled 10 feet toward the center. Terrain in the area becomes difficult terrain until the end of the shadow's next turn. Legendary Action. | . |
| 11 | Juggernaut Form (Tank) | Doubles size, gains resistance to all damage for 1 minute. Recharges on long rest. | |
| 12 | Devouring Tyrant (Beru) | When this shadow kills, it heals for half HP and gains +2 to attack/damage for 1 minute. Recharges on short rest. | |
| 13 | Arcane Tempest (Tusk) | Cast Firestorm (7d10 fire damage) at will while in Monarch's Domain. Passive in Domain. | |
| 14 | Eternal Duelist (Igris) | If reduced to 0 HP, revives with half HP once per day. Recharges on long rest. | |
| 15 | Terrorizing Roar (Beru) | Stuns all enemies within 40 ft. for 1 round (Con save). Legendary Action. | |
| 16 | Unbreakable Guard (Iron) | Negates all damage from one attack aimed at an ally (Reaction, Twice per long rest). | |
| 17 | Shield Wall (Iron) | Raises a shield wall in a 20 ft. line, granting full cover for 3 rounds. Recharges on short rest. | |
| 18 | Storm of Blades (Igris) | Makes four melee attacks in a turn. Recharges on short rest. | |
| 19 | Necrotic Chains (Greed) | Conjures chains to restrain enemy (Strength save). Legendary Action. | |
| 20 | Shadow Commander (Beru) | All lesser shadows within 20 ft. get +2 attack/damage, and gain one reaction. Passive. | |
| 21 | Abyssal Shield (Iron) | Absorbs and reflects a spell or ranged attack (1/day). Recharges on long rest. | |
| 22 | Feral Charge (Tank) | After moving 20 ft., next attack knocks prone and has advantage. Passive. | |
| 23 | Executioner's March (Beru) | Gains +10 ft. movement and can move through enemies without provoking attacks. Passive. | |
| 24 | Soul Leech (Greed) | Deals extra 2d6 necrotic per attack and regains HP equal to half damage dealt. Passive. | |
| 25 | Fatal Precision (Igris) | If this shadow reduces a creature to 0 HP, its next attack automatically crits if it hits. Recharges on short rest. | |
| 26 | Elemental Tyrant (Tusk) | Full elemental control and AoE. Elemental Burst as Legendary Action, Elemental Ruin 1/day, Bonuses in Domain. | |
| 27 | Beast King's Howl (Tank) | All allies gain advantage on attacks and saves for 1 turn. Recharges on long rest. | |
| 28 | Crushing Blow (Tank) | After hitting, force target to save (Str) or be knocked prone and disarmed. Legendary Action. | |
| 29 | Dread Claws (Beru) | Adds +2d6 necrotic on every melee hit. Passive. | |
| 30 | Storm Breaker (Tusk) | 80 ft lightning bolt (10d10 damage). Recharges on short rest. | |
| 31 | Knight Commander’s Rally (Igris) | All allies heal 20 HP and gain advantage on next attack. Recharges on long rest. | |
| 32 | Titanic Defense (Tank) | Gains +5 AC for 2 round. Recharges on long rest. | |
| 33 | Necrotic Nova (Greed) | Explodes in 30-ft radius (5d8 necrotic), heals half. Recharges on short rest. | |
| 34 | Ultimate Slayer (Igris) | Crit on 18-20, ignore slashing resistance. Passive. | |
| 35 | Unstoppable Juggernaut (Tank) | Charges up to 100 ft., dealing 6d8 force, knocking prone. Recharges on long rest. |
Shadow Summons
- You can have up to five active shadows at a time (excluding generals), summoned from your stored shadows.
- Summoning two shadows requires an action and summoning a shadow requires a Bonus Action.
- You may only have one general out at this time
- Shadows do not die permanently. Instead, if a shadow reaches 0 HP, it is immediately banished back into your shadow to recover.
- A shadow cannot be resummoned until after a short rest and for generals it requires a long rest, giving time to regenerate.
Shadow Command System
- issuing commands to your shadows is a Free Action (once per turn).
- If you do not issue a command, your shadows will Dodge or follow their last order.
| Command | Effect |
|---|---|
| Attack | Both shadows make a melee weapon attack. |
| Defend | One shadow imposes disadvantage on the next attack against you or an ally within 5 feet. |
| Move | The shadows move up to their speed and take the Dodge action if not ordered to attack. |
Shadow Storage
- You can store up to 15 extracted shadows inside your shadow.
- Swapping a stored shadow with an active one requires an Action.
- When a stored shadow regenerates, it does so inside your shadow and cannot be summoned until fully restored.
- You always know the exact number, ranks, and identities of the shadows within your storage.
Scaling Shadow Storage by Level
| Level | Max Shadows Stored | Swap Speed | Notes |
|---|---|---|---|
| 3 | 15 | Action | Basic storage, can only swap in combat with an Action |
| 9 | 30 | Bonus Action | Storage expands, swapping becomes faster |
| 13 | 65 | Free Action (1/turn) | Can now freely rotate shadows in battle |
| 17 | 120 | Instant Swap (No Action) | Can instantly switch any shadow at will |
Shadow Arsenal
- As a Bonus Action, you can summon a weapon of your choice must be attuned/bonded to summon.
- The weapon lasts until dismissed (no concentration required).
- Your shadow weapons count as magical for overcoming resistances.
- You can choose to summon one of the following:
- If you are dual-wielding, you can summon two light weapons.
Scaling by Level
| Level | Max Bonded Items | New Abilities Unlocked |
|---|---|---|
| 3 | 2 | Summon weapons, armor, or items as a Bonus Action |
| 9 | 3 | Can recall a thrown weapon instantly after an attack |
| 13 | 4 | Can swap between bonded weapons as a Free Action (1/turn) |
| 17 | 5 | Can summon or swap any bonded item instantly, no action required |
- You can attune yourself to two weapons, armor, or items, binding them to your shadow.
- Bonding requires a 1-hour ritual performed over a short or long rest.
- Once bonded, you can summon a bonded weapon, armor, or item as a Bonus Action, causing it to emerge from your shadow.
- Bonded weapons must be ones you are proficient with and function normally in all ways.
- If a bonded item is on another plane of existence, you must succeed on a DC 15 Charisma check to summon it.
- You can dismiss a bonded weapon, armor, or item back into your shadow at will.
Shadow Shroud
- While you are in dim light or darkness, you gain half cover (+2 AC and Dexterity saving throws).
- If you take the Hide action in dim light or darkness, creatures have disadvantage on Perception checks to detect you.
- Once per short or long rest, when you take damage, you can use your reaction to momentarily dissolve into shadow, reducing the damage completely.
Scaling by Level
| Level | New Abilities Unlocked |
|---|---|
| 3 | Gain half cover in dim light/darkness, improved hiding, can reduce damage once per rest |
| 9 | Can now move through enemy spaces without provoking opportunity attacks in dim light/darkness |
| 13 | Can become completely intangible for one turn, avoiding all damage and moving through solid objects (1/long rest) |
Monarch's Dominion
Aura of the Monarch (Fear Effect)
- When you roll initiative, all enemies within 15 feet must make a Wisdom saving throw (DC = 8 + Proficiency Bonus + Charisma Modifier) or become frightened of you for 1 minute.
- A frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Creatures that succeed on the saving throw are immune to this effect for 24 hours.
Sovereign’s Command (Buff Effect)
- Whenever you use Command Shadow Summons to command your shadows, they gain temporary hit points equal to your Charisma modifier (minimum of 1).
- Your Named Shadows now add 1d6 necrotic damage to all of their attacks.
Shadow Reinforcement
- Shadow-Fortified Body: You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
- Enhanced Reflexes: Your Dexterity saving throws gain a +2 bonus while in dim light or darkness.
- Relentless Will: When you drop to 0 HP, you can make a DC 15 Charisma saving throw. On a success, you drop to 1 HP instead of falling unconscious. You can use this once per long rest.
| Level | New Abilities Unlocked |
|---|---|
| 9 | Gain resistance to non-magical weapons, +2 to Dex saves in dim light/darkness, can survive at 1 HP (1/long rest) |
| 13 | Resistance now applies to magical bludgeoning, piercing, and slashing damage |
| 17 | If you use Relentless Will, you also regain HP equal to half your maximum HP |
Command Shadow Swarm
As a Bonus Action, you command your shadows to swarm a single target, overwhelming them in an instant.
- All active summoned shadows within 60 feet of the target instantly teleport adjacent to them.
- Each shadow immediately makes a melee weapon attack as part of this ability.
- The target takes extra necrotic damage equal to 2d6 per shadow that hits.
- The target must make a Strength saving throw (DC = 8 + Proficiency + Charisma Modifier) or be knocked prone by the sheer force of the swarm.
Monarchs domain
As an Action, you create a 60-foot radius domain of darkness centered on yourself, lasting until combat ends (or for 10 minutes outside of combat). The domain moves with you, and while inside, you and your shadows gain immense power.
1. Shadow Empowerment (Buffs for You & Your Army)
- All summoned shadows gain advantage on attack rolls.
- Named Shadows regenerate 10 HP at the start of each of their turns.
- Shadows deal additional necrotic damage equal to your Charisma modifier (minimum of 1).
- Even if the domain fades, these buffs last until combat ends.
2. Enemy Suppression (Debuffs for Your Foes)
- All enemy creatures in the domain have disadvantage on attack rolls against you and your shadows.
- Enemies in the domain must make a Wisdom saving throw (DC = 8 + Proficiency + Charisma Modifier) at the start of their turn.
- On a failure, they are frightened for as long as they remain inside the domain.
- They may attempt the saving throw again at the end of each of their turns.
3. Shadow Gate (Unlimited Teleportation Within the Domain)
- As a Bonus Action, you can teleport to any unoccupied space within the domain.
- You can use this teleportation an unlimited number of times while inside the domain.
4. Shadow Swarm (Enhanced While in Monarch’s Domain)
- While inside your Monarch’s Domain, you can use Shadow Swarm twice instead of once per short rest.
The Shadow Sovereign
At Level 17, you are no longer just a rogue wielding shadow magic—you have fully ascended into a Monarch, a being whose will reshapes the battlefield and whose presence dominates all who stand against you. Your power reaches its peak, making you nearly untouchable, expanding your Monarch’s Domain, and unlocking your final transformation.
For this level, you receive three major upgrades:
- Monarch’s Domain (Final Upgrade – True Shadow Sovereign Form)
- Endless Will (Immortality & Auto-Healing in Battle)
- Tyrant’s Command (Absolute Authority Over Your Army & Battlefield Control)
1. Death Belongs to Me (Ultimate Shadow Extraction Upgrade)
- When a creature dies within 120 feet of you, you may immediately attempt Shadow Extraction as a Free Action—no waiting, no additional actions required.
- You no longer need to roll a D20 check for high-CR creatures. If a creature dies within your range, you may attempt to claim it immediately without needing to meet a DC.
- Legendary Creatures with Legendary Resistances lose one resistance for each failed saving throw they make against your abilities, making them vulnerable over time.
- Bosses and creatures of CR 15+ must fail two saving throws instead of one before extraction is possible.
2. Absolute Battlefield Control (Shadow Army Domination)
- You can now summon up to 15 shadows at once, including up to 5 Named Shadows.
- Named Shadows now act on their own initiative, making them fully independent in combat—you no longer need to command them directly.
- Shadow Swarm can now be used twice per short rest, even outside Monarch’s Domain.
- As a Bonus Action (1/Short Rest), you can command all of your active shadows to make an immediate attack.
- When inside Monarch’s Domain, all summoned shadows deal double necrotic damage.
| Level 17 Ability | Effect |
|---|---|
| Death Belongs to Me | Extract creatures instantly upon death, Legendary Resistances are weakened over time, Bosses (CR 15+) require 2 failed saves |
| Absolute Battlefield Control | Summon up to 15 shadows at once, Named Shadows act independently, Mass extra attack Bonus Action, Shadow Swarm (2×/short rest) |
1. Monarch’s Domain (Final Upgrade – True Shadow Sovereign Form)
At Level 17, your domain expands into its ultimate form, marking you as the undisputed Shadow Monarch.
- Domain Radius Expands: The domain increases to a 120-foot radius.
- Shadow Army Strengthens:
- Named Shadows now regenerate 20 HP per turn instead of 10.
- All summoned shadows now deal double necrotic damage inside the domain.
- Fear Becomes Absolute:
- Enemies automatically fail their first saving throw against the domain’s fear effect.
- If they fail the save twice, they become paralyzed for 1 turn instead of just frightened.
- Teleportation Becomes a Reaction:
- If an enemy attacks you, you can teleport up to 30 feet as a Reaction before the attack lands.
- Shadow Swarm Buffed:
- Can now be used twice per short rest, even outside the domain.
- Inside the domain, Shadow Swarm deals an additional 4d6 necrotic damage to the target.
2. Endless Will (Immortality & Auto-Healing in Battle)
At Level 17, your existence itself becomes nearly impossible to erase. Your sheer willpower allows you to persist where others would fall.
- Undying Tenacity: If you are reduced to 0 HP, you automatically return to 1 HP instead of falling unconscious.
- This can occur once per long rest and does not require a saving throw.
- If triggered inside Monarch’s Domain, you immediately regain HP equal to half your maximum HP.
- Umbral Regeneration (Final Form):
- While in dim light or darkness, you regain HP equal to 3 × your proficiency bonus at the start of your turn if you are below half HP.
- If you take the Dodge action while hidden in darkness, you regain an additional 2d10 HP at the start of your next turn.
3. Tyrant’s Command (Absolute Authority Over Your Army & Battlefield Control)
At Level 17, your command over your army and the battlefield is absolute. Your shadows do not hesitate, and your enemies tremble at your mere will.
- Instant Command (Bonus Action, 1/Short Rest)
- As a Bonus Action, you can command all of your summoned shadows to act immediately, allowing each to make one extra melee attack this turn.
- Battlefield Domination (New Action, 1/Long Rest)
- As an Action, you can choose up to 10 creatures within 120 feet to make a Wisdom saving throw (DC = 8 + Proficiency + Charisma Modifier).
- On a failure, they fall to their knees, incapacitated until the start of their next turn, overwhelmed by your presence.
- If they fail the save twice in the same combat, they remain stunned for 1 minute instead of just incapacitated.
- Named Shadows Can Command Others
- Your Named Shadows can now control lower-ranked shadows under your will, allowing them to issue commands without your direct involvement.
- This means your army functions independently, allowing you to act freely without micromanaging every unit.
Final Level 17 Scaling Summary
| Level 17 Ability | Effect |
|---|---|
| Monarch’s Domain (Final Upgrade) | 120 ft. radius, double necrotic damage, automatic fear failure, teleport on reaction, 4d6 bonus Shadow Swarm damage |
| Endless Will (Immortality Upgrade) | Auto-revive at 1 HP, regain 50% HP if inside Monarch’s Domain, passive regeneration triples |
| Tyrant’s Command (Battlefield Control Upgrade) | Bonus Action to grant all shadows an extra attack, Action to incapacitate enemies within 120 feet, Named Shadows can now command others |
Crownless King
Aura of Dread
"Your presence alone makes lesser beings hesitate, and even the mighty watch their words."
Passive Roleplay Effect:
- Wherever you go, people react.
- Commoners, soldiers, and weaklings (CR 1 and under) avoid you, speak nervously, and make room for you without a word.
- Veterans, knights, and experienced warriors (up to CR 5) avoid eye contact, measure their words, and hesitate to stand in your way.
- Powerful creatures, kings, monsters, and legendary foes sense something wrong — they know you are a danger, even if they hide their fear.
Minor Mechanical Effect:
- Advantage on Intimidation and Persuasion checks when leveraging your presence.
- CR 1 and under creatures will avoid conflict with you unless forced.
Shadow’s Grasp (Atmospheric Aura)
"The shadows follow you — loyal, silent, always waiting."
Passive Roleplay Effect:
- Shadows cling to you unnaturally, twisting toward your steps.
- Even in bright light, your shadow is darker and longer than it should be.
- In darkness, you vanish, reappear, and move like something from a nightmare.
- Observers might think they see shapes moving near you — but nothing is there when they look closer.
Minor Mechanical Effect:
- Advantage on Stealth checks in dim light or darkness.
- Disadvantage on Insight checks against you — your aura conceals your true thoughts.
Weight of the Unseen Legion
"Even when you walk alone, none believe you are truly alone."
Passive Roleplay Effect:
- You never walk alone in the minds of others. People glance over their shoulders, searching for what follows you.
- When you enter a room, conversations pause, eyes follow you, and no one dares speak first.
- Enemies facing you feel surrounded, like there's something just out of sight.
Minor Mechanical Effect:
- You are never considered outnumbered — for intimidation, fear, or social situations, you are always enough.
- Advantage on Intimidation checks against groups.
Unshakable Will
"You do not bend. You do not break. You do not fall."
Passive Roleplay Effect:
- You are unshaken by fear, magic, or intimidation.
- You stand calm and cold where others would panic or break.
- Those who expect to see hesitation see only the certainty of a king — and it makes them falter.
Minor Mechanical Effect:
- Immune to being frightened, charmed, and paralyzed.
- Once per long rest, when you would hit 0 HP, you remain at 1 HP — still standing, refusing to fall.
- When this happens, creatures of your choice within 60 feet must make a Wisdom save (DC = 8 + Proficiency + Charisma) or be frightened of you for 1 minute — because there's nothing more terrifying than someone who refuses to die.
Eclipsing Presence (Optional DM Flavor Boost)
"Even light seems afraid of you."
Passive Roleplay Effect (No mechanics — pure vibe):
- Rooms dim when you enter.
- Candles flicker, shadows lengthen, and fires waver.
- The air grows colder.
- People instinctively lower their voices or fall silent as you pass.
- Even creatures that don't know you sense something wrong — and keep their distance.
King's Grasp
"With a flick of your hand, you command the very air to weigh down on your enemies. They struggle to stand, to breathe, to move."
Ability (Action, 2/Short Rest):
- You choose up to 3 creatures within 60 feet that you can see.
- They must succeed on a Strength saving throw (DC = 8 + Proficiency + Charisma modifier) or suffer the following for 1 minute:
- Their movement is halved (as the world itself feels heavier).
- They can't Dash or take Reactions (they’re too weighed down).
- Disadvantage on Dexterity saving throws (because they’re slow and off balance).
- They repeat the Strength saving throw at the end of each of their turns, ending the effect on a success.
- You can choose to exclude any number of creatures from this effect (in case innocents are nearby).
Shadow Prison
Ability (Action, 2/Short Rest):
- Target one creature within 60 feet that you can see.
- The target must succeed on a Strength or Dexterity saving throw (their choice, DC = 8 + Proficiency + Charisma modifier) or become Restrained until they pass the save (they make the save again at the end of each of their turns).
- While restrained:
- They take 3d6 necrotic damage at the start of each of their turns.
- They have disadvantage on Wisdom saving throws (the terror and pain make it harder to resist other effects).
- No time limit — they are stuck until they break free or you drop concentration (you must concentrate like a spell).
Ashborn's Wrath
1. Shadow Storm (AoE Blast):
- Enemies in 60 feet must make a Dex save (DC = 8 + Proficiency + Charisma).
- Fail: 10d10 necrotic damage + blinded until end of their next turn.
- Success: Half damage, no blind.
2. Field of Death (Battlefield lockdown for 1 minute):
- 60-foot radius around you becomes a storm of shadows.
- Enemies moving inside take 4d8 necrotic per 10 feet (difficult terrain).
- Enemies starting their turn in it take 4d8 necrotic immediately.
- You move freely — unaffected.
Ashborn's Mantle
Level 5 Feature (Passive — Always Active)
"The shadows answer you now without thought. They know their King. As you rise, so too does the armor of death — regal, eternal, unstoppable."
Passive Effect — Always Active:
- You are always protected by the living shadow armor of the Monarch — shifting, abyss-black, and formed from the depths of your power.
- While you are not wearing any other armor, your Armor Class (AC) becomes 18.
- This AC is set and stable, unaffected by Dexterity or other modifiers — your armor is a part of you.
- The armor cannot be removed, broken, or suppressed, except by you. You can choose to dismiss or resummon it as a free action — even as a reaction to danger, if you choose.
Previous Versions
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Posted Feb 21, 2026this is a really cool subclass but there is a lot of parts that says you can only do this much at this level but it never says the level
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Posted Jul 2, 2025Solo leveling is a good anime
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Posted May 24, 2025Lil bit OP to me, but OH MAH BAHAMUT THIS IS AMAZING!!!!!!!!!! Defo gonna use this in an campaign sometime in the future.
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Posted Mar 30, 2025This is amazing! Oh my god, are u still working on this somehow or is it finished?