Here we are with yet another homebrew subclass! This one has been suggested to me by a good friend of mine, and it's something in between the Shadowdancer of 3.xed and a mind-messing rogue.
Shadow Mind
Shadows can take many forms, and for someone capable, be used for many purposes. The Shadow Mind is capable of using shadows not only as means of hiding, but also as mediums for transport and attack, as well as to put a shadow of doubt in the mind of others.
Shadow Step
Starting at 3rd level, as a bonus action in your turn whenever you are hidden in a zone of dim light or darkness, you can move to any other area of dim light or darkness you can see within 30 feet from you. You then have advantage on the first melee attack you make before the end of the turn. This movement does not break stealth. You can use this feature a number of times equal to your DEX modifier each long rest. Additionally, if you do not already have it, you gain Darkvision within 60 feet, and learn the Gloom cantrip.
Shadow of the Mind
Starting at 3rd level, as an action in your turn when you are hidden in a zone of dim or no light, you can cast Command or Sleep to a creature unaware of you that can hear you, with spell DC equal to 8+your CHA modifier+your Proficiency Bonus. You can use this feature a number of times equal to your CHA modifier each long rest.
Shadow Arms
Starting at 9th level, as a reaction in your turn, you can create a weapon made of shadows from any zone of dim or no light within 5 feet of you, you can also use your own shadow should you be casting any. The weapon takes the shape and the statistics of either a club, a dagger or a whip but with a +1 bonus to attack and damage rolls and count as magical for the purposes of passing damage resistance. The weapon is attached to its generating shadow. threatening an area of 5 feet around it, for the dagger and club versions. and 10 feet for the whip version and does not need to be wielded. The weapon will automatically perform one melee attack using your DEX as attack characteristic, to then disappear after the attack is performed. You can use this feature a number of times equal to your DEX modifier each long rest.
Shadow of the Voice
Starting at 9th level, whenever you are interacting with a creature and you are in a zone of dim light, you can cast the Friends cantrip. Furthermore, when using your Shadow of the Mind feature, you count as casting Command or Sleep at second level, and you also add Suggestion to the list of spells you can cast with Shadow of the Mind.
Shadow Jump
Starting at 13th level you are able to teleport further with your Shadow Step. When using the Shadow Step feature you can now teleport to a zone of dim light or darkness up to 100 feet from you. You can now also use the Darkness spell once per short rest as a 2nd level spell.
Weaponized Shadow
Starting at 13th level, whenever you use your Shadow Arms feature, you add shortsword and handaxe to the forms the weapon can take. Furthermore, any weapon you summon now has a +2 to attacks and damage rolls, and it lasts 1d4 turns instead of disappearing immediately after the attack.
Shadow Storm
Starting at 17th level, as an action in your turn when in a zone of dim or no light, you can choose to use the following two features once per long rest:
Shard Storm: You can relocate yourself as if you used your Shadow Step feature, and once you emerge you perform a ranged attack to all creatures within 15 feet of you. Each target needs to make a DEX saving throw against a DC of 8+your DEX modifier+your Proficiency bonus. On a failed save the targets suffer 2d6+3+your DEX modifier+sneak attack necrotic damage, or half as much on a successful save.
Mindstorm: You cast Dominate Person at 6th level, and the target has disadvantage on the saving throw against DC 8+your CHA modifier+your Proficiency bonus.
I am considering the idea of adding something connected to fear, but I am not too sure about that.
As always, any suggestion and feedback is very appreciated.
Nice. Shadows and shadowy powers (both meanings) have always resonated with me. I recommend "Child of the Sword" by JL Doty as an excellent fantasy novel where the main protaganist is more a Child of the Shadow. Strangely, I don't think he uses fear powers, but definitely his enemies learn to fear the shadows...
Shard Storm - great thematically, do we really need to wait until level 17? (Pleading tone, and I mostly DM!) It seems a little weak for the level, but I haven't played a level 17 character in 5th edition....I just love the image of someone exploding from the shadows! And you are giving up a +9d6 attack when you use the power (probably).
"When the light begins to change I sometimes feel a little strange A little anxious when it's dark."
And if anybody hasn't read the Brent Weeks "The Way of Shadows" then they have missed out on a great trilogy bursting with D&D ideas.
Ever wondered what would happen if SpiderMan trained as a ninja?
Finally, David Dalglish's Shadow Dance series....
So thank you for this Sub-class - top work as always.
"I am a man who walks alone And when I'm walking a dark road At night or strolling through the park....
Thank you for the kind words and the Iron Maiden quotes, they warm my heart (I was once the singer in an Iron Maiden cover band back in Italy, and "Fear of the Dark" and "Hallowed be They Name" are my two most cherished songs of that time).
Looking at it, you have a point that Shard Storm feels a bit underpowered, especially if compared with Mindstorm, given it's supposed to be the combat equivalent. I think I'll increase the damage, and maybe allow to also roll Sneak Attack damage, that will then be split amongst all targets hit (only one target, weeeeeell... He gets it all).
Thank you also for the literary suggestions, I'll have a look at them ;)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Shard Storm: You can relocate yourself as if you used your Shadow Step feature, and once you emerge you perform a ranged attack to all creatures within 10 feet of you. Each target needs to make a DEX saving throw against a DC of 8+your DEX modifier+your Proficiency bonus. On a failed save the target suffers 1d4+3+your DEX modifier+sneak attack damage, or half as much on a successful save.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Does Shadow Storm mean that you can use both Shard Storm and Mind Storm one time each per long rest, or that you can use either Shard Storm or Mind Storm once per long rest?
Does Shadow Storm mean that you can use both Shard Storm and Mind Storm one time each per long rest, or that you can use either Shard Storm or Mind Storm once per long rest?
The initial idea would be that both feature can be used once each long rest.
Do you think it's too powerful?
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Made a restyle of the Shadow Step, Shadow Arms, Shadow Jump and Weaponized Shadow features, making them more versatile and useful. Shadow step is still not as long-reaching or endlessly usable as the Monk Way of the Shadows version, but the Rogue gets it sooner and with a couple of nice little pluses on top of it, not to mention the pretty hefty boost it gets at lvl 13 now.
I've also increased the range and damage of Shard Storm, as I felt it was a bit too weak.
Hi again everyone! o/
Here we are with yet another homebrew subclass! This one has been suggested to me by a good friend of mine, and it's something in between the Shadowdancer of 3.xed and a mind-messing rogue.
Shadow Mind
Shadows can take many forms, and for someone capable, be used for many purposes.
The Shadow Mind is capable of using shadows not only as means of hiding, but also as mediums for transport and attack, as well as to put a shadow of doubt in the mind of others.
Shadow Step
Starting at 3rd level, as a bonus action in your turn whenever you are hidden in a zone of dim light or darkness, you can move to any other area of dim light or darkness you can see within 30 feet from you. You then have advantage on the first melee attack you make before the end of the turn. This movement does not break stealth. You can use this feature a number of times equal to your DEX modifier each long rest.
Additionally, if you do not already have it, you gain Darkvision within 60 feet, and learn the Gloom cantrip.
Shadow of the Mind
Starting at 3rd level, as an action in your turn when you are hidden in a zone of dim or no light, you can cast Command or Sleep to a creature unaware of you that can hear you, with spell DC equal to 8+your CHA modifier+your Proficiency Bonus. You can use this feature a number of times equal to your CHA modifier each long rest.
Shadow Arms
Starting at 9th level, as a reaction in your turn, you can create a weapon made of shadows from any zone of dim or no light within 5 feet of you, you can also use your own shadow should you be casting any. The weapon takes the shape and the statistics of either a club, a dagger or a whip but with a +1 bonus to attack and damage rolls and count as magical for the purposes of passing damage resistance.
The weapon is attached to its generating shadow. threatening an area of 5 feet around it, for the dagger and club versions. and 10 feet for the whip version and does not need to be wielded. The weapon will automatically perform one melee attack using your DEX as attack characteristic, to then disappear after the attack is performed.
You can use this feature a number of times equal to your DEX modifier each long rest.
Shadow of the Voice
Starting at 9th level, whenever you are interacting with a creature and you are in a zone of dim light, you can cast the Friends cantrip.
Furthermore, when using your Shadow of the Mind feature, you count as casting Command or Sleep at second level, and you also add Suggestion to the list of spells you can cast with Shadow of the Mind.
Shadow Jump
Starting at 13th level you are able to teleport further with your Shadow Step. When using the Shadow Step feature you can now teleport to a zone of dim light or darkness up to 100 feet from you. You can now also use the Darkness spell once per short rest as a 2nd level spell.
Weaponized Shadow
Starting at 13th level, whenever you use your Shadow Arms feature, you add shortsword and handaxe to the forms the weapon can take. Furthermore, any weapon you summon now has a +2 to attacks and damage rolls, and it lasts 1d4 turns instead of disappearing immediately after the attack.
Shadow Storm
Starting at 17th level, as an action in your turn when in a zone of dim or no light, you can choose to use the following two features once per long rest:
Shard Storm: You can relocate yourself as if you used your Shadow Step feature, and once you emerge you perform a ranged attack to all creatures within 15 feet of you.
Each target needs to make a DEX saving throw against a DC of 8+your DEX modifier+your Proficiency bonus. On a failed save the targets suffer 2d6+3+your DEX modifier+sneak attack necrotic damage, or half as much on a successful save.
Mindstorm: You cast Dominate Person at 6th level, and the target has disadvantage on the saving throw against DC 8+your CHA modifier+your Proficiency bonus.
I am considering the idea of adding something connected to fear, but I am not too sure about that.
As always, any suggestion and feedback is very appreciated.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Nice. Shadows and shadowy powers (both meanings) have always resonated with me. I recommend "Child of the Sword" by JL Doty as an excellent fantasy novel where the main protaganist is more a Child of the Shadow. Strangely, I don't think he uses fear powers, but definitely his enemies learn to fear the shadows...
Shard Storm - great thematically, do we really need to wait until level 17? (Pleading tone, and I mostly DM!) It seems a little weak for the level, but I haven't played a level 17 character in 5th edition....I just love the image of someone exploding from the shadows! And you are giving up a +9d6 attack when you use the power (probably).
"When the light begins to change
I sometimes feel a little strange
A little anxious when it's dark."
And if anybody hasn't read the Brent Weeks "The Way of Shadows" then they have missed out on a great trilogy bursting with D&D ideas.
Ever wondered what would happen if SpiderMan trained as a ninja?
Finally, David Dalglish's Shadow Dance series....
So thank you for this Sub-class - top work as always.
"I am a man who walks alone
And when I'm walking a dark road
At night or strolling through the park....
.....I am home" OK, I added this last bit.
Roleplaying since Runequest.
Thank you for the kind words and the Iron Maiden quotes, they warm my heart (I was once the singer in an Iron Maiden cover band back in Italy, and "Fear of the Dark" and "Hallowed be They Name" are my two most cherished songs of that time).
Looking at it, you have a point that Shard Storm feels a bit underpowered, especially if compared with Mindstorm, given it's supposed to be the combat equivalent. I think I'll increase the damage, and maybe allow to also roll Sneak Attack damage, that will then be split amongst all targets hit (only one target, weeeeeell... He gets it all).
Thank you also for the literary suggestions, I'll have a look at them ;)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Changed Shard Storm to:
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Does Shadow Storm mean that you can use both Shard Storm and Mind Storm one time each per long rest, or that you can use either Shard Storm or Mind Storm once per long rest?
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I might remove the disadvantage on the dominate person saving throw, but even without that change, it's probably not too powerful.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Made a restyle of the Shadow Step, Shadow Arms, Shadow Jump and Weaponized Shadow features, making them more versatile and useful.
Shadow step is still not as long-reaching or endlessly usable as the Monk Way of the Shadows version, but the Rogue gets it sooner and with a couple of nice little pluses on top of it, not to mention the pretty hefty boost it gets at lvl 13 now.
I've also increased the range and damage of Shard Storm, as I felt it was a bit too weak.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games