This is one of my first attempts at homebrew, so it needs a lot of fine tuning and changes to balance it. So please deal free to make suggestions and propose ideas
ShadowStalker Class v 1.0
ShadowStalkers become one with the shadows.
Level 1
Sneak strike(double damage or one extra dice)
Proficient in stealth
+1 to DEX
Level 2
Shadow spells* are unlocked( which means we will have to make some home brew spells, or pick ones that relate to shadow’s ) you get to choose one
Level 3
special ability - Shadow Stepping - you can step from one shadow to another shadow with in 50ft
Gain shade blade, takes time to summon shadows to make shade blade (6ish minutes) does 1d6 force and 1d6 piercing
Level 4
Ability score increase or feat
(home-brew feats)
> two different ability score can be increased
Level 5
Shadow Stepping - increased to 100ft
Shade blade summoning time cut in half
Level 6
***Sub class is chosen at the time one of the following bellow will be chosen
One of the speedy and quick
One of the shadows
Level 7
Ability score increase or feat
(home-brew feats)
> two different ability score can be increased
Level 8
Second shadow spell is unlocked
+1 to dex
Level 9
Increase shadow stepping ability to 200ft if you have the subclass “one of the shadows” it is 400ft
Level 10
Upgrade one of your two shadow spells (dm will chose how it is up graded)
Get the shadow scabbard for the shade blade
Level 11
Ability score increase or feat
(home-brew feats)
> two different ability score can be increased
Level 12
Shadow touch - you are able to start affecting people by there shadows but can not influence them that much( no killing yet)
Instantaneous summoning of smaller shade blade
Level 13
Shadow touch - becomes stronger you can now cause injury’s through peoples shadows
Level 14
Second subclass I chose one you don’t have yet
One of the speedy and quick
One of the shadows
The one of total darkness
Shadow weaver
Level 15
Ability score increase or feat
(home-brew feats)
> two different ability score can be increased
Instantaneous summoning of medium shade blades
Level 16
shadow bottles - they are bottles that allow you to capture peoples shadows and trap them, this allows you to keep people away from the power to fight you in shadow form*
Level 17
Shadow morph ability - you can change into a shadow for a short time (ask DM for how long and what you can do)( this is also shadow form, from level 16)
Level 18
Unlock one more shadow spell
Instantaneous summoning of all shade blades
Level 19
Ability score increase or feat
(home-brew feats)
> two different ability score can be increased
Level 20
Secondary class - The walker of Night and Shadows
+ 2 to DEX
Past level 20?
Level 21
*Shadow spells, can be improved when leveling up, and upgrading your spells
Shadow Summon Creatures
Summon your level number of shadow creatures with 2d8 health and do 1d6 force damage.
Shadow Blast
Shadows burst from a spot imbued with shadows from the casters touch blinding anyone within twenty feet and dealing 2d4 force damage toanyone within five feet, these shadows last for one round, the caster can direct the shadows to attack one creature dealing 3d4 force damage instead and leaving everyone else unharmed
Shadow storm
- shadows begin to explode from the caster or enchanted object (the caster is able to enchant objects or spots on larger objects, they must be touched in that spot to enchant the objects, to have the same effect and can be activated remotely. It causes everyone in the radius to become blinded. You can also control and manipulate these shadows
Shadow’s Cold
Envelop one target within range of sight in a cocoon of shadows for up to ten minutes, every minute in the cocoon is ten percent of body and mind frozen (separately at the same time) until entirely frozen, in order to stop freezing target must make dc15 con saving throw with ten chances, every failed chance adds ten percent of freezing, if entirely frozen target then becomes petrified (see condition) if not frozen must succeed in number of minutes dc12 str saving throws to break out of ice~~ When frozen at all target automatically fails dex saving throws and has disadvantage on wis saving throws, in order to be unpetrified must either receive fatal damage or melted out (takes ten hours of heat intense enough to melt iron)
Revive as Shadow
Revive one creature as a shadow form of itself, these creatures take orders directly from you, have one fourth normal stats, retains resistances, immunities, and weaknesses, can pass through solid objects and have any weapons that they had on them when revived, when killed again creatures and anything they had on them immediately disappear and can never be found again
Orb of the Shadows
Compact all shadows within a sixty foot sphere to a one foot sphere and then gets flung at one target dealing damage based on what class of orb it is
Class 1 almost no light or no light i.e. cave with only glowing plants5d10
Class 2 some/very little light i.e. cave with torches or night with no moondamage 4d10
Class 3 shadows and light in basically equal levels i.e. thick forest with no sun touching the ground. 3d10
Class 4 some/very few shadows i.e. cloudy day. damage 2d10
Class 5 almost no or no shadows i.e. sunlight meadow at noondamage 1d10
Shadow Travel
Move your levels worth of people plus yourself up to one mile away but needs shadows to work, however caster collapses and needs a short rest( to just move properly, long rest for use)
Sadness of the Shadows
Deals 4d8 necrotic damage to target of casters choice take target must succeed on a dc 13 wis saving throw if succeed take half damage and collapse into tears for two minutes if fail take full damage and collapse into tears for five minutes
Blades of Darkness
Summon a circle of spinning blades that only appear as a black mass in the shape of a sword anyone within five feet must make dc 16 dex saving throw to dodge each of the spinning blades (level of caster plus 1d6) taking 1d10 per throw failed
Shadow Support
Caster calls on all shadows and Shadow Stalkers in twenty feet forming an invisible shield immediately around caster with 2 hp per shadow (dm estimate) and fifteen per Shadow Stalker
_/\(•_•)/\_
***Subclasses
One of the speedy and quick - they become proficient in all DEX skills and get a +1 to DEX
One of the shadows - you begin to turn into a shadow yourself you gain a +3 to stealth and slight of hand skills and become proficient in slight of hand. You also double your shadow stepping distance.
The one of total darkness - they are the king of the nights. they get a passive stealth skill that has you go invisible unless you talk or touch something or do anything else of the sort during the day. At night you become like you have greater invisibility minus the fact that if they know you are there you are not invisible to that person
Shadow weaver - their subclass gives you one more shadow spell and upgrades all of the shadow spells including the one you just got get upgraded (the amount of times is decided by dm)
This is unlocked
*Shadow form - your body melts into your own shadow and you fight people by yawing your shadow this is we’re you have full control over other peoples shadows/ you can kill people by attacking there shadows
You gain an additional option for your Cunning Action: Shadow Step - you can teleport up to 30 ft to a location you can see that is dim light or darkness. This increases to 60 ft when you reach 6th level.
9th level feature: Shadow Blade
You can cast the spell Shadow Blade as a 2nd level spell a number of times equal to your Dexterity modifier, when you cast this spell it requires no components and does not break any effect causing you to be hidden or invisible.
13th level feature: Capture Shadow
When you reduce a creature to 0 hit points you can capture their shadow into an empty vial or other container you are holding. You can have up to 5 captured shadows in your possession at a time. You can expend one of these shadows to cast any of the following spells, Intelligence is your spellcasting ability for these spells:
Sleep
Darkness (you can see through this darkness)
Shadow of Moil
Spirit Shroud (necrotic only)
Summon Shadowspawn (requires 2 captured shadows)
When you cast these spells in this way the only component they require is a captured shadow and they do not break any effect causing you to be hidden or invisible, and the shadow is consumed in the casting.
Alternatively, you can expend one of these shadows to disguise yourself as the original owner of the shadow, you gain an illusory appearance and voice that perfectly mimic theirs and you gain basic knowledge of the original such as their name, home, and ability to recognize people they know well.
17th level feature: Shadow Form
As a bonus action, you transform into a shadow-y version of yourself for 1 minute. While in this form you gain the following benefits:
Creatures have disadvantage on Wisdom (Perception) checks and attack rolls against you while you are in dim light or darkness.
You gain a fly speed equal to your walking speed and can hover, and you can move through any gap large enough for light to pass through.
You have resistance to cold, necrotic and psychic damage.
This transformation lasts for 10 minutes, once you have transformed in this way you cannot do so again until you finish a long rest.
As a bonus action, you can teleport up to 30 ft to a location you can see that is within dim light or darkness and then take the Hide action. This increases to 60 ft at 6th level.
6th level feature: Cloak of Shadows
When you finish a long rest you weave yourself a cloak made of shadows which grants you advantage on Dexterity (Stealth) checks, and one of the abilities below:
Shadowcasting : You gain one 2nd level spell slot, as an action you can absorb your cloak to regain this slot if you have expended it.
Shadow speed: Your walking speed increases by 10 ft and you gain proficiency in Dexterity (Sleight of Hand).
10th level feature: Capture Shadow
When you reduce a creature to 0 hit points you can capture their shadow into an empty vial or other container you are holding. You can have up to 5 captured shadows in your possession at a time. You can these captured shadows for one of the following:
Shadowweave. You cast a spell from the Shadow Spells table by consuming one captured shadow per level of the spell instead of using a spellslot.
Drain Knowledge. When you make an ability check with a skill you lack proficiency with, you can consume one captured shadow to add your proficiency bonus to your roll.
14th level feature: Shadow Form
As a bonus action, you transform into a shadow-y version of yourself for 1 minute. While in this form you gain the following benefits:
Creatures have disadvantage on Wisdom (Perception) checks and attack rolls against you while you are in dim light or darkness.
You gain a fly speed equal to your walking speed and can hover, and you can move through any gap large enough for light to pass through.
You have resistance to cold, necrotic and psychic damage.
This transformation lasts for 1 minute, once you have transformed in this way you cannot do so again until you finish a long rest.
This is one of my first attempts at homebrew, so it needs a lot of fine tuning and changes to balance it. So please deal free to make suggestions and propose ideas
ShadowStalker Class v 1.0
ShadowStalkers become one with the shadows.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Ability score increase or feat
Level 8
Level 9
Level 10
Level 11
Ability score increase or feat
Level 12
Level 13
Level 14
Level 15
Ability score increase or feat
Level 16
Level 17
Level 18
Level 19
Ability score increase or feat
Level 20
Past level 20?
Level 21
*Shadow spells, can be improved when leveling up, and upgrading your spells
Shadow Summon Creatures
Summon your level number of shadow creatures with 2d8 health and do 1d6 force damage.
Shadow Blast
Shadows burst from a spot imbued with shadows from the casters touch blinding anyone within twenty feet and dealing 2d4 force damage to anyone within five feet, these shadows last for one round, the caster can direct the shadows to attack one creature dealing 3d4 force damage instead and leaving everyone else unharmed
Shadow storm
- shadows begin to explode from the caster or enchanted object (the caster is able to enchant objects or spots on larger objects, they must be touched in that spot to enchant the objects, to have the same effect and can be activated remotely. It causes everyone in the radius to become blinded. You can also control and manipulate these shadows
Shadow’s Cold
Envelop one target within range of sight in a cocoon of shadows for up to ten minutes, every minute in the cocoon is ten percent of body and mind frozen (separately at the same time) until entirely frozen, in order to stop freezing target must make dc15 con saving throw with ten chances, every failed chance adds ten percent of freezing, if entirely frozen target then becomes petrified (see condition) if not frozen must succeed in number of minutes dc12 str saving throws to break out of ice~~ When frozen at all target automatically fails dex saving throws and has disadvantage on wis saving throws, in order to be unpetrified must either receive fatal damage or melted out (takes ten hours of heat intense enough to melt iron)
Revive as Shadow
Revive one creature as a shadow form of itself, these creatures take orders directly from you, have one fourth normal stats, retains resistances, immunities, and weaknesses, can pass through solid objects and have any weapons that they had on them when revived, when killed again creatures and anything they had on them immediately disappear and can never be found again
Orb of the Shadows
Compact all shadows within a sixty foot sphere to a one foot sphere and then gets flung at one target dealing damage based on what class of orb it is
Class 1 almost no light or no light i.e. cave with only glowing plants 5d10
Class 2 some/very little light i.e. cave with torches or night with no moon damage 4d10
Class 3 shadows and light in basically equal levels i.e. thick forest with no sun touching the ground. 3d10
Class 4 some/very few shadows i.e. cloudy day. damage 2d10
Class 5 almost no or no shadows i.e. sunlight meadow at noon damage 1d10
Shadow Travel
Move your levels worth of people plus yourself up to one mile away but needs shadows to work, however caster collapses and needs a short rest( to just move properly, long rest for use)
Sadness of the Shadows
Deals 4d8 necrotic damage to target of casters choice take target must succeed on a dc 13 wis saving throw if succeed take half damage and collapse into tears for two minutes if fail take full damage and collapse into tears for five minutes
Blades of Darkness
Summon a circle of spinning blades that only appear as a black mass in the shape of a sword anyone within five feet must make dc 16 dex saving throw to dodge each of the spinning blades (level of caster plus 1d6) taking 1d10 per throw failed
Shadow Support
Caster calls on all shadows and Shadow Stalkers in twenty feet forming an invisible shield immediately around caster with 2 hp per shadow (dm estimate) and fifteen per Shadow Stalker
_/\(•_•)/\_
***Subclasses
One of the speedy and quick - they become proficient in all DEX skills and get a +1 to DEX
One of the shadows - you begin to turn into a shadow yourself you gain a +3 to stealth and slight of hand skills and become proficient in slight of hand. You also double your shadow stepping distance.
The one of total darkness - they are the king of the nights. they get a passive stealth skill that has you go invisible unless you talk or touch something or do anything else of the sort during the day. At night you become like you have greater invisibility minus the fact that if they know you are there you are not invisible to that person
Shadow weaver - their subclass gives you one more shadow spell and upgrades all of the shadow spells including the one you just got get upgraded (the amount of times is decided by dm)
This is unlocked
*Shadow form - your body melts into your own shadow and you fight people by yawing your shadow this is we’re you have full control over other peoples shadows/ you can kill people by attacking there shadows
Option 1:
Shadow Stalker - Rogue Subclass
3rd level feature: Shadow Step
You gain an additional option for your Cunning Action: Shadow Step - you can teleport up to 30 ft to a location you can see that is dim light or darkness. This increases to 60 ft when you reach 6th level.
9th level feature: Shadow Blade
You can cast the spell Shadow Blade as a 2nd level spell a number of times equal to your Dexterity modifier, when you cast this spell it requires no components and does not break any effect causing you to be hidden or invisible.
13th level feature: Capture Shadow
When you reduce a creature to 0 hit points you can capture their shadow into an empty vial or other container you are holding. You can have up to 5 captured shadows in your possession at a time. You can expend one of these shadows to cast any of the following spells, Intelligence is your spellcasting ability for these spells:
When you cast these spells in this way the only component they require is a captured shadow and they do not break any effect causing you to be hidden or invisible, and the shadow is consumed in the casting.
Alternatively, you can expend one of these shadows to disguise yourself as the original owner of the shadow, you gain an illusory appearance and voice that perfectly mimic theirs and you gain basic knowledge of the original such as their name, home, and ability to recognize people they know well.
17th level feature: Shadow Form
As a bonus action, you transform into a shadow-y version of yourself for 1 minute. While in this form you gain the following benefits:
This transformation lasts for 10 minutes, once you have transformed in this way you cannot do so again until you finish a long rest.
If you want more spellcasting you could also make it a Warlock Subclass, the three Pacts are good substitutes for your subclasses.
Shadow Stalker - Warlock Subclass
Shadow Spells:
3rd level - Sleep, Frost Fingers, Darkness, Shadowblade
5th level - Phantom Steed, Summon Shadowspawn
7th level - Phantasmal Killer, Shadow of Moil
9th level - Enervation, Steel Wind Strike
3rd level feature: Shadow Step
As a bonus action, you can teleport up to 30 ft to a location you can see that is within dim light or darkness and then take the Hide action. This increases to 60 ft at 6th level.
6th level feature: Cloak of Shadows
When you finish a long rest you weave yourself a cloak made of shadows which grants you advantage on Dexterity (Stealth) checks, and one of the abilities below:
Shadowcasting : You gain one 2nd level spell slot, as an action you can absorb your cloak to regain this slot if you have expended it.
Shadow speed: Your walking speed increases by 10 ft and you gain proficiency in Dexterity (Sleight of Hand).
10th level feature: Capture Shadow
When you reduce a creature to 0 hit points you can capture their shadow into an empty vial or other container you are holding. You can have up to 5 captured shadows in your possession at a time. You can these captured shadows for one of the following:
14th level feature: Shadow Form
As a bonus action, you transform into a shadow-y version of yourself for 1 minute. While in this form you gain the following benefits:
This transformation lasts for 1 minute, once you have transformed in this way you cannot do so again until you finish a long rest.
So this is a class in itself not a sub class(to powerful for that) but thank you for the ideas and support