Base Class: Rogue
Some rogues are driven by ambition, others by vengeance, but the Shadow Monarch is consumed by a singular, mysterious power that pulses deep within their soul. An ancient and unknowable entity has taken residence in their mind, whispering of forgotten secrets and lost power. This shadowy presence grants them the ability to command the darkness and manipulate shadows, urging them to seek out greater strength, knowledge, and a purpose they barely understand.
The Shadow Monarch draws power from this mysterious entity, summoning the shadows of the fallen to do their bidding. The shadows are not mere servants, but manifestations of lost souls bound to the rogue’s will. These shadows are their loyal companions—fighters, protectors, and instruments of their own rise to power. As the rogue grows in strength, their connection to this entity deepens, allowing them to control more potent shadows and even alter the very fabric of their being.
In the shadows, the Shadow Monarch grows ever more powerful, bent on a mysterious, personal goal. Each shadow they command is a step closer to whatever it is they seek most—whether it be vengeance, knowledge, or something far darker. Whatever it may be, the Shadow Monarch is relentless, using the shadows as both weapon and shield in their quest for ultimate power.
Spellcasting
The System has granted you the ability to harness the power of shadows through spellcasting.
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Cantrips
You learn three cantrips: Gust and two other cantrips of your choice from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level.
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Spells Known of 1st Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the Necromancy and illusion spells on the Cleric spell list.
The Spells Known column of the hunter Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a necromancy or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Charisma is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
| Player level | Shadow Points per level | Cantrips | Spells known | 1st | 2nd | 3rd | 4th |
| 3rd | 4 | 3 | 3 | 2 | - | - | - |
| 4th | 4 | 3 | 4 | 3 | - | - | - |
| 5th | 6 | 3 | 4 | 3 | - | - | - |
| 6th | 6 | 3 | 4 | 3 | - | - | - |
| 7th | 8 | 3 | 5 | 4 | 2 | - | - |
| 8th | 8 | 3 | 6 | 4 | 2 | - | - |
| 9th | 10 | 3 | 6 | 4 | 2 | - | - |
| 10th | 10 | 4 | 7 | 4 | 3 | - | - |
| 11th | 12 | 4 | 8 | 4 | 3 | - | - |
| 12th | 12 | 4 | 8 | 4 | 3 | - | - |
| 13th | 14 | 4 | 9 | 4 | 3 | 2 | - |
| 14th | 14 | 4 | 10 | 4 | 3 | 2 | - |
| 15th | 16 | 4 | 10 | 4 | 3 | 2 | - |
| 16th | 16 | 4 | 11 | 4 | 3 | 3 | - |
| 17th | 18 | 4 | 11 | 4 | 3 | 3 | - |
| 18th | 18 | 4 | 11 | 4 | 3 | 3 | - |
| 19th | 20 | 4 | 12 | 4 | 3 | 3 | 1 |
| 20th | 20 | 4 | 13 | 4 | 3 | 3 | 1 |
Shadow Summoner
At 3rd level, you gain the ability to summon Shadows extracted with the arise cantrip to fight for you. As a bonus action on each of your turns, you can expend a number of Sneak Attack die (one or more) and a Shadow Point for each die you expend to summon lesser shadows. You can only expend up to your proficiency bonus in sneak attack die to summon these lesser shadows. The number of Sneak Attack die you expend determines the number of Lesser Shadows you summon. For example, if you expend two Sneak Attack die, you summon two Lesser Shadows. These shadows are manifestations of fallen souls, bound to your will. You can only have lesser shadows active at one time up to your proficiency bonus.
Alternatively, you can choose to expend Sneak Attack die and shadow points to summon a single, more powerful shadow. This Shadow gains temporary hit points equal to 2 x the number of sneak attack die used and damage die equal to the sneak attack die. Summoning this Shadow still requires you to expend 1 Shadow Point per Sneak Attack die used. This summon counts as one shadow for each sneak attack die for determining your active summons.
Lesser shadows have 1HP, AC equal to 8 + your Charisma modifier and a walking speed of 30ft, they use your ability scores and saving throws, and they may not take actions or reactions. They can benefit from flanking. Greater shadows summoned with arise use a the creature's shadow stat block. Shadow's attack rolls use your charisma modifier and do not gain bonuses to their damage rolls.
Shadows summoned with arise may be ordered under you control.
When ordering a greater shadow the shadow acts off the command you have given on their own turn.(DM will decide how the shadow behaves).
On each of your turns, you can take a Bonus Action to mentally control any lesser shadow creature you made with the Arise cantrip if the creature is within 60 feet of you. When you control your lesser shadows with your bonus action you choose one of the following and the shadows act immediately:
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Attack: All Lesser Shadows move up to their move speed towards an enemy within range and make a melee attack against a creature within their range. Make one single attack roll for all shadows.
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Move: The Shadows can move up to their movement speed toward a location or enemy of your choice.
- Shield an Ally: The shadow positions itself to protect an ally, granting the ally advantage on any saving throws against the next attack that targets them, provided the ally is within 5 feet of the shadow.
- Reactive attack: You can use your reaction to have any shadows make an opportunity attack against any creature within 5ft. of them.
If no action is given shadows will use the dodge action.
Level 9: Empower Shadow
By 9th level, you have learned to empower your lesser shadows. As an action, you can expend Shadow Points equal to the number of lesser shadows you have summoned and empower each of them for 1 minute. The shadows gain the following:
The Creatures gain HP equal to your level.
If the creatures HP drops to 0 they will instead gain 1 HP and lose the empower effect.
You may only do this once per long rest.
Level 13: Eclipsed Form
At 13th level, You may spend 10 shadow points to become one with your shadows for 1 minute. You gain the following benefits:
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Resistance to all non-magical piercing, bludgeoning, and slashing damage.
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Advantage on Stealth checks.
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You can use your bonus action to magically teleport to any space in dim light or darkness within 30ft.
Master of Shades
When you reach 17th level, summoning your shadows has become natural to you. You regain all shadow points on a short rest.
Your Lesser Shadow's damage rolls gain your charisma modifier.
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