You have prevailed against a horrifying and deadly creature of darkness, or a powerful patron has gifted you powers of darkness. You are not inherently evil, but the ways of darkness have been opened to your mind. To be touched by shadow is a simple process, most mortals having the capability to accomplish a task. To be blessed and accepted by the shadows is an entirely different story. Legends are told of tyrannical leaders and assassins that converse with demons and make wraiths their ally. People whisper of settlements beset by demons that were purged by a mysterious traveler in a single night. You have been blessed by the shadows, make of this what you will, but know that powerful beings will be watching you...
- At Level 5 Increase your dexterity score by 1 and increase either Intelligence or Charisma by 2 to a maximum of 23. (If at a higher level add any modifiers accordingly)
- At Level 12 Increase your dexterity score by 1 and increase either Intelligence or Charisma by 1 to a maximum of 23.
- If one of your ability scores is at 23, consider it as 24 and give yourself the corresponding bonus. (Or just move it to 24)
Have the DM choose two(1 and 6 can't be chosen together) of the following traits(at random if you so choose with a D6) for your character to immediately acquire. At Level 12 choose one more.
- You become wreathed in shadows, allowing yourself to nimbly dodge magical or physical damage that would normally hit you. As a reaction(before taking damage) you may use a shadow veil to add +5 to your AC and any saving throw except Intelligence and completely negate any physical attack unless the weapon is silvered. You may do this twice per day.
- Your AC permanently increases by +2 while in dark or dim conditions. If you stand still or walk less than 5ft/turn you remain completely invisible in dark or dim conditions. A successful perception check of 10 + ability modifier + proficiency bonus will allow a creature within 10ft to see you, ending the effect. Any bright light directed at you will also end the effect.
- You gain the ability to see perfectly well in dark or dim conditions, as well as being able to see invisible creatures.
- You learn the Darkness spell and can cast it 1/day for free with a range of 30ft. While in the radius of darkness you have advantage on any attack you make, and creatures have disadvantage, except those with blindsight or tremor sense.
- You gain proficiency in persuasion and then double it(Can't stack past double). You learn the Abyssal, Infernal, Giant, Goblin, and Orc languages. Speaking to any of these creatures and making a successful persuasion check of 15 + the creatures CR will allow you to(mostly) peacefully interact, trade, or get past any of the creatures that speak these languages. If you are traveling with a party you must make another persuasion check of 20 + creatures CR to allow them to (mostly) peacefully interact.
- You gain the ability to cause Magical Fear in a circular radius of 60ft. Any creature caught in your fear zone must make a DC 18 Wis save or be under the effects of Magical Fear(essentially a reflavored paralyzed). At the end of each creatures turn they may make a DC 20 wis save to remove the effect. Creatures may take small actions if their DC is above 15, such as handing objects to others or grabbing things nearby. You may use this effect 1/day
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Posted May 25, 2023Heavily inspired by Brandon Mull's Shadow charmer from the Fablehaven series(I take no credit for most of the ideas). Definitely recommend reading. Also if you think it's too OP consider raising the level requirements or only introducing it later on. This is a story based feat, not a traditional one for my campaign.