Fighter
Base Class: Fighter

"And then I saw a magick most curious - a lantern glowing with darkness rather than light.  I could hardly make out its bearer, for she was clad in mail that verily seemed crafted from the blackest shadow." - Eastern Approaches by Archmage Valenkova

The techniques used by shade guards originated among elite drow warriors, but have since spread to many hidden corners of the world.  These silent warriors arm and cloak themselves in shadow to lethal effect.

Bonus Proficiency

At 3rd level, you gain proficiency in Stealth and add double your proficiency bonus to any checks made with that skill.

Shadow Sight

At 3rd level, you can see clearly in darkness, both magical and nonmagical, to a distance of 120 feet.  You can't discern color in darkness, only shades of gray.

Shade Leap

Starting at 3rd level, you can effortlessly flit from shadow to shadow.  While you are in dim light or darkness, you can teleport up to 15 feet to an unoccupied space you can see that is also in dim light or darkness.  This takes no action, but can be done only per round and on your turn.  You then have advantage on the first melee attack you make before the end of the turn. 

If this attack is a critical hit, the target must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).  On a failure, it is blinded until the start of your next turn as shadows cover its eyes.

You can use this feature three times.  You regain any expended uses when you finish a short or long rest.

Umbral Armory

At 7th level, you can create equipment out of solid shadow.  When you are in dim light or darkness, you can spend a bonus action to craft armor and up to two weapons or a weapon and a shield.  The armor and weapons are any type of your choice.  Shadow armor has no Strength requirement and does not impose disadvantage on Dexterity (Stealth) checks.

The weapons created count as magical for the purpose of overcoming resistance and immunity to non-magical weapons.  Ranged weapons you create generate their own ammunition.  After using the Attack action, you cannot create a shield on the same turn.

You can also spend an action can create a single non-magical item that is size Medium or smaller.  This includes items that are composed of many smaller items, like Caltrops (bag of 20).  Any items you create that would normally generate light instead create darkness.  You cannot use any created items as components.

You can perform an hour-long ritual with any item size Medium or smaller to make it shadow equipment that can be summoned and dismissed.  Armor that becomes shadow equipment this way does not give disadvantage on Dexterity (Stealth) checks and has no Strength requirement.

You can dismiss shadow equipment at any time (this takes no action).  You can have up to five pieces of shadow equipment created at a time.

Light-Bane Surge

At 10th level, when you use your Action Surge, you can instantly cast the Darkness spell without any components.  Intelligence is your spellcasting ability for it.  Instantly cast spells do not require an action to be cast.

Starting at 18th level, even creatures normally able to see through magical darkness cannot see through the darkness created with this feature (although you still can).

Shadow Dodge

At 15th level, when you are hit with an attack, you can use your reaction to make it miss by turning part of your body into shadow.

Once you use this feature, you can't use it again until you finish a short or long rest.

Superior Shadow Sight

Starting at 15th level, your ability to see in darkness becomes unmatched.  You can clearly see in magical and non-magical darkness up to the same range you could see in broad daylight, although it is still shades of grey.

Silence of Dusk

At 18th level, when you use your Action Surge, you and your equipment become totally silent as if affected by the Silence spell until the end of your next turn.  Like the spell, this protects you from thunder damage, but you are not deafened and can still speak.

In addition, you can cast Pass Without Trace once without using any components.  When you cast it this way, it is not a concentration spell.  You regain the ability to use it when you finish a long rest.  Intelligence is your spellcasting ability for it.

Previous Versions

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Shade Guard Image

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