Hello, looking for subclass ideas for my custom class. The medium is a proxy fighter with a customizable summon, and has a general spirit/soul magic theme. This is an early draft so it is a tad bare on flavor text. enjoy.
You have learned how to cast spells through focus and intense training. The information below details how you apply the spellcasting rules to your Medium spells listed after this class description.
Spell Slots.The Medium Features Table shows how many spell slots you have for your level 1+ spells. You regain all expended spell slots when you finish a long rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Medium spells.
The number of spells on your list increases as you gain Medium levels, as shown in the Prepared Spells column of the Medium Features table. Whenever that number increases, choose additional Medium spells until the number of spells on your list matches the number in the Medium Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Medium, your list of prepared spells can include six Medium spells of level 1 or 2 in any combination.
If another Medium feature gives you spells that you have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Medium spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Medium spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Medium spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Medium spells.
Level 1: Medium’s Champion
You can focus and shape your will and spirit into an otherworldly combatant called a shadow. You have the spell Shadow Champion prepared and can cast the spell once without a spell slot. Your shadow can use the weapon mastery property of its Shadow Weapon Attack. Your shadow champion cannot be dispelled unless you allow it to.
You can equip your shadow with gear to better prepare it for combat. You can dawn or duff this equipment when your shadow is not summoned. Your shadow champion is proficient with Simple and Martial weapons, Light, Medium, and Heavy armor, and Shields. Your Shadow Champion shares your attunement slots and can use any item you are attuned to. Your Shadow Champion also has mastery with two kinds of weapons it is proficient with; for example, great swords and mauls. You can change the kinds of weapons after finishing a long rest.
Level 2: Shadow Archetype
As a medium, you have a greater understanding of your Shadow Champion than most. Choose one of the following Shadow Archetypes. This Archetype grants special features to you and your Shadow Champion. You can change your Shadow Champion’s archetype when you level up in this class.
Knight. Your shadow gains a fighting style of your choice. You can choose a different fighting style when you level up in this class.
Magician.You learn two Warlock cantrips of your choice. These are considered Medium spells for you. Your shadow champion can cast these spells using your spellcasting ability. You can change these cantrips when you level in this class.
Beast. Your shadow gains the following fighting style. Pack Tactics.Your shadow champion has advantage on attack rolls against a creature within 5 feet of an ally.
Level 2: Spiritual Rite
The spirits from beyond grant you power beyond what you can prepare. You can cast any spell you have spell slots for that you don't have prepared from the Medium spell list as a ritual, as long as it has the ritual tag. You can do this number of times equal to your wisdom modifier after you finish a long or short rest.
Level 3: Shadow Augmentation
You can further refine your shadow by granting it a Shadow Augmentation. Augmentations are special traits, actions, and features unique to your shadow.
Starting Augments. You start with 2 augmentations from the Shadow Augmentations list at the end of this class description. You and your Shadow Champion must meet the augment’s prerequisite before choosing it.
Spell Casting. Whenever an augment grants spellcasting to your shadow champion, your shadow uses your spellcasting ability.
Shadow Die. Your shadow die is a 1d6, this is subject to change when you reach levels 6(1d8), 9(1d10), and 12(1d12) in this class.
At Later Levels. You have a number of shadow augmentations equal to half your Medium level rounded up. You can change your augments when you level up in this class.
Level 3: Subclass
You gain a Medium subclass of your choice. The Frigid Soul, Cycle Soul, Averous Soul, and Weeping Soul subclasses are detailed after this class description. Your subclass grants further benefits throughout your journey as a Medium.
Level 4: Ability Score Increase
Level 5: Shadow Archetype Evolution
Your Shadow Champion’s archetype grants additional benefits now that you have reached this milestone in your career.
Beast/Knight.Your Shadow Champion can make two attacks when it takes the attack action.
Magician. Your Shadow Champion can make two cantrip attacks when it takes the magic action.
Level 6: Spirit Eye
With the aid of the spirits, you can peer into the spiritual realm to see what others cannot. As a bonus action, you can grant yourself 60 feet of True-sight. This lasts for ten minutes. You cannot do this again until you finish a short rest.
Level 9: Spiritual Resilience
When you cast the spell Shadow Champion you gain temporary hit points equal to your Medium Level.
Level 10: Shadow Synchronization
You and your shadow have become so in tune, that the weave views you as one creature. Your Shadow Champion can be the origin point for any of your Medium spells, and when you cast a spell this way, you can choose to dispel your shadow to upcast the spell by 1 spell level.
Level 13: Mastered Eye of the Medium
You can use your Spirit Eye feature twice after finishing a long rest. The range of your true sight also extends to 120 feet instead of 60.
Level 18: Master Medium
You have unlimited uses of your Spiritual Rite ability. You can also ritual cast spells at a higher spell level than normal, as long as you have the spell slots for it from this class. For example, as a level 18 Medium, you can ritual cast Divination as a fifth-level spell. However, when you cast a spell this way, it takes an additional 12 minutes to cast the spell for every spell level above the base level.
Level 19: Epic Boon
Shadow Augments
Name
Prerequisite: Level 3+ Medium
Description
Arcane Durability
Prerequisite: Level 3+ Medium
Your shadow gains a damage threshold equal to your Spell Save DC.
Beastial Weapon
Prerequisite: Level 3+ Medium
Your shadow champion’s savage nature has grown more apparent. Your shadow champion gains the benefits below.
Natural Weapons. You can roll your Shadow Die in place of the normal damage for your Shadow champion's unarmed strike.
Select a sense, Sight, Sound, or Smell. Your shadow champion has advantage on perception check utilizing that sense.
Precision Strike
Prerequisite: Level 12+ Medium
When your shadow champion has advantage on an attack roll, once per turn, your shadow can forgo the advantage to deal maximum damage
On the attack roll.
Spell Weaver
Prerequisite: Level 3+ Medium
Choose a level 1 spell from any spell list, your shadow champion can cast that spell without a spell slot once a day.
Shadow Immunity
Prerequisite: Level 9+ Medium
Choose a damage type, excluding Bludgeoning, Slashing, and Piercing damage. Your shadow has immunity to that damage type. You can take this augment up to three times, you must choose a different damage type each time.
Developed Resistance
Prerequisite: Level 3+ Medium
Your shadow gains resistance to one damage type of your choice. You can take this augment multiple times, you must choose a different damage type each time.
Fortified Form
Prerequisite: Level 3+ Medium
Your shadow gains resistance to 1 condition of your choice.
Shadow Type
Prerequisite: Level 3+ Medium
Choose a creature type, excluding humanoid. Your shadow champion’s creature type is changed to your chosen type.
Shadow Blast
Prerequisite: Level 3+ Medium
Choose a damage type, excluding Bludgeoning, Slashing, and Piercing. When your shadow takes the attack action on its turn, it can replace one of its attacks with a burst of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (you choose each time). Each creature in that area, excluding you, must make a Dexterity saving throw. On a failed save, the creature takes two rolls of your Shadow Die of the chosen damage type. On a successful save the creature takes half as much damage.
Elemental Shadow
Prerequisite: Level 3+ Medium
Your shadow has been imbued with primordial magic. Your shadow champion learns the cantrip Elementalism, and all of its attacks deal additional fire, cold, lighting, or acid damage equal to one roll of your Shadow Die (you choose each time).
Dazzling Shadow
Prerequisite: Level 3+ Medium
Your shadow champion has adopted beautiful traits. You have advantage on Charisma ability checks utilizing your shadow champion.
Spell Gaurd
Prerequisite: Level 5+ Medium
Your shadow champion is resistant to magical damage casted at a spell level matching lesser than its own. For example, If you cast Shadow Champion with a level 2 spell slot, it will resist damage from level 1 and 2 spells.
Giant Shadow
Prerequisite: Level 6+ Medium
Your shadow shadow is now a large creature.
Retaliating Form
Prerequisite: Level 3+ Medium
Choose any damage type excluding force. Your shadow gains resistance to that damage type, and when a creature lands a melee attack on your shadow, that creature takes 1 roll of your Shadow Die of your chosen damage type.
Incorporeal Shadow
Prerequisite: Level 6+ Medium
Your shadow champion has a fly(hover) speed equal to its speed and it can pass through creatures and objects as if it were difficult terrain. If your shadow ends its turn inside an object, it is shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet traveled.
Choose a level 1 spell from any spell list. Once a day your shadow champion can cast that spell without a spell slot.
Spirit Shroud
Prerequisite: Level 6+ Medium
Your shadow champion possesses a new potent aura. All enemy creatures that enter or start their turn within a 15-foot emanation of your shadow champion must make a Constitution saving throw. On a failed save the creature takes necrotic, psychic, or Force (you choose when you select this augment) damage equal to 1 roll of your Shadow Die.
When your shadow takes the attack action on its turn, it can replace one of its attacks with a burst of magical energy in a 30-foot emanation. Each creature in that area, excluding you, must make a Strength saving throw. On a failed save, the creature is pushed to the edge of the emanation and takes 1 roll of your Shadow Die of the chosen damage type for every 5 feet moved.
Swift Shadow
Prerequisite: Level 6+ Medium
Your shadow champion’s base speed is now 60 feet.
Blitz Shadow
Prerequisite: Level 15+ Medium, Swift Shadow Augment.
Your shadow champion’s base speed is now 120 feet.
Uncanny Vision
Prerequisite: Level 9+ Medium
Your shadow has blindsight with a range equal to its remaining movement speed.
Champion’s Gaze
Prerequisite: Level 3+ Medium
Your shadow champion’s dark vision has an increased range of 120 feet.
Mobile Body*
Prerequisite: Level 3+ Medium
Your shadow gains a movement speed of your choice, excluding flying, equal to your speed. You can take this augment multiple times, you must choose a different movement speed each time.
Champion’s Flight
Prerequisite: Level 9+ Medium
Your shadow champion has a fly speed equal to its speed.
Trained Knight
Prerequisite: Level 3+ Medium
Your shadow refines its martial prowess, granting the following benefits.
Maneuvers. Your shadow learns two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
Superiority Dice. Your shadow champion has 2 superiority dice per spell level, which are the same as your Shadow Dice. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest or recast Shadow Champion.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw is DC is equal to your Spell Save DC
Your Shadow champion learns two additional maneuvers.
Intermediate Magician
Prerequisite: Level 6+ Medium
Choose a level 2 spell from any spell list. Once a day, if your shadow champion was cast with a level 2+ spell slot, your shadow champion can cast that spell once a day without a spell slot.
Expert Magician
Prerequisite: Level 9+ Medium
Choose a level 3 spell from any spell list. Once a day, if your shadow champion was cast with a level 3+ spell slot, your shadow champion can cast that spell once a day without a spell slot.
Master Magician
Prerequisite: Level 13+ Medium
Choose a level 4 spell from any spell list. Once a day, if your shadow champion was cast with a level 4+ spell slot, your shadow champion can cast that spell once a day without a spell slot.
Arch Magician
Prerequisite: Level 17+ Medium
Choose a level 5 spell from any spell list. Once a day, if your shadow champion was cast with a level 5+ spell slot, your shadow champion can cast that spell once a day without a spell slot.
Be aware the subclass names in the class descriptions are place holders
almost forgot this class's signature spell.
Shadow Champion
Level 1 Necromancy (Medium, Wizard, Warlock)
Casting Time: Action
Range: 30 feet
Components: V
Duration: Instantaneous
You call forth your inner shadow, a shard of your soul armed for battle. It manifests in an unoccupied space within range and uses the Shadow Champion stat block. The creature’s appearance is humanoid almost undead with several adornments, armaments, and other odd features that make the shadow visually otherworldly. The creature shares your hit points. When you and your shadow would take damage from the same source at the same time, you take that damage once instead of twice. If your shadow takes enough damage to reduce you to zero hitpoints or kill you outright, you can choose to dispel your shadow and take half your current hitpoint in necrotic damage. You cannot do this if you only have one hitpoint remaining.
The shadow is an ally to you and your allies. In combat, the shadow shares your initiative count and takes its turn immediately after yours. It takes your command through a psychic link (no action required). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
You can only have one shadow at a time, if you cast this spell again, the older shadow is dispelled. If you are unconscious or dead the shadow is dispelled.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Shadow Rend. Melee Attack Roll: bonus equal to your spell attack modifier, reach 5 ft. Hit: 1d4 + 3 necrotic damage.
Traits
Link Between a Split Soul. Any spell that is cast on you is also cast on the shadow and vice versa. You also Add your proficiency bonus to any skill check your shadow makes.
1) Don't make Shadow Champion a spell, make it a class feature - making it a spell leaves it vulnerable to Dispel Magic, Antimagic, Globe of Invulnerability and Counterspell.
2) make each subclass built around a different version of the Shadow Champion, and use this to replace the huge number of augments this class gets.
3) Action economy needs balancing, getting 2 full turns every round is broken, as is doubling all spells.
Hello, looking for subclass ideas for my custom class. The medium is a proxy fighter with a customizable summon, and has a general spirit/soul magic theme. This is an early draft so it is a tad bare on flavor text. enjoy.
Medium
Core Mystic Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Medium Level
Saving Throw Proficiency
Dexterity and Charisma
Skill Proficiency
Choose 2: Athletics, Acrobatics, History, Investigation, Perception, Deception.
Weapon Proficiencies
Simple weapons
Armor Training
Light armor and Shields
Starting Equipment
125gp
Medium Features
Medium Level
feature
Spells
Prepared
Spell Slots
Level
1
2
3
4
5
1
Spell Casting, Medium’s Champion,
2
2
-
-
-
-
2
Shadow Archetype, Spiritual Rite
3
2
-
-
-
-
3
Subclass, Shadow Argumentation
4
3
-
-
-
-
4
Ability Score Improvement
5
3
-
-
-
-
5
Shadow Archetype Evolution
6
4
2
-
-
-
6
Spirit Eye
6
4
2
-
-
-
7
Subclass
7
4
3
-
-
-
8
Ability Score Improvement
7
4
3
-
-
-
9
Spiritual Resilience
9
4
3
2
-
-
10
Shadow Synchronization
9
4
3
2
-
-
11
Subclass
10
4
3
3
-
-
12
Ability Score Improvement
10
4
3
3
-
-
13
Master Shadow
11
4
3
3
1
-
14
-
11
4
3
3
1
-
15
Subclass
12
4
3
3
2
-
16
Ability Score Improvement
12
4
3
3
2
17
-
14
4
3
3
3
1
18
Apex Shadow
14
4
3
3
3
1
19
Epic Boon
15
4
3
3
3
2
20
Subclass
15
4
3
3
3
2
Level 1: Spell Casting
You have learned how to cast spells through focus and intense training. The information below details how you apply the spellcasting rules to your Medium spells listed after this class description.
Spell Slots. The Medium Features Table shows how many spell slots you have for your level 1+ spells. You regain all expended spell slots when you finish a long rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Medium spells.
The number of spells on your list increases as you gain Medium levels, as shown in the Prepared Spells column of the Medium Features table. Whenever that number increases, choose additional Medium spells until the number of spells on your list matches the number in the Medium Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Medium, your list of prepared spells can include six Medium spells of level 1 or 2 in any combination.
If another Medium feature gives you spells that you have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Medium spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Medium spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Medium spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Medium spells.
Level 1: Medium’s Champion
You can focus and shape your will and spirit into an otherworldly combatant called a shadow. You have the spell Shadow Champion prepared and can cast the spell once without a spell slot. Your shadow can use the weapon mastery property of its Shadow Weapon Attack. Your shadow champion cannot be dispelled unless you allow it to.
You can equip your shadow with gear to better prepare it for combat. You can dawn or duff this equipment when your shadow is not summoned. Your shadow champion is proficient with Simple and Martial weapons, Light, Medium, and Heavy armor, and Shields. Your Shadow Champion shares your attunement slots and can use any item you are attuned to. Your Shadow Champion also has mastery with two kinds of weapons it is proficient with; for example, great swords and mauls. You can change the kinds of weapons after finishing a long rest.
Level 2: Shadow Archetype
As a medium, you have a greater understanding of your Shadow Champion than most. Choose one of the following Shadow Archetypes. This Archetype grants special features to you and your Shadow Champion. You can change your Shadow Champion’s archetype when you level up in this class.
Knight. Your shadow gains a fighting style of your choice. You can choose a different fighting style when you level up in this class.
Magician. You learn two Warlock cantrips of your choice. These are considered Medium spells for you. Your shadow champion can cast these spells using your spellcasting ability. You can change these cantrips when you level in this class.
Beast. Your shadow gains the following fighting style. Pack Tactics. Your shadow champion has advantage on attack rolls against a creature within 5 feet of an ally.
Level 2: Spiritual Rite
The spirits from beyond grant you power beyond what you can prepare. You can cast any spell you have spell slots for that you don't have prepared from the Medium spell list as a ritual, as long as it has the ritual tag. You can do this number of times equal to your wisdom modifier after you finish a long or short rest.
Level 3: Shadow Augmentation
You can further refine your shadow by granting it a Shadow Augmentation. Augmentations are special traits, actions, and features unique to your shadow.
Starting Augments. You start with 2 augmentations from the Shadow Augmentations list at the end of this class description. You and your Shadow Champion must meet the augment’s prerequisite before choosing it.
Spell Casting. Whenever an augment grants spellcasting to your shadow champion, your shadow uses your spellcasting ability.
Shadow Die. Your shadow die is a 1d6, this is subject to change when you reach levels 6(1d8), 9(1d10), and 12(1d12) in this class.
At Later Levels. You have a number of shadow augmentations equal to half your Medium level rounded up. You can change your augments when you level up in this class.
Level 3: Subclass
You gain a Medium subclass of your choice. The Frigid Soul, Cycle Soul, Averous Soul, and Weeping Soul subclasses are detailed after this class description. Your subclass grants further benefits throughout your journey as a Medium.
Level 4: Ability Score Increase
Level 5: Shadow Archetype Evolution
Your Shadow Champion’s archetype grants additional benefits now that you have reached this milestone in your career.
Beast/Knight. Your Shadow Champion can make two attacks when it takes the attack action.
Magician. Your Shadow Champion can make two cantrip attacks when it takes the magic action.
Level 6: Spirit Eye
With the aid of the spirits, you can peer into the spiritual realm to see what others cannot. As a bonus action, you can grant yourself 60 feet of True-sight. This lasts for ten minutes. You cannot do this again until you finish a short rest.
Level 9: Spiritual Resilience
When you cast the spell Shadow Champion you gain temporary hit points equal to your Medium Level.
Level 10: Shadow Synchronization
You and your shadow have become so in tune, that the weave views you as one creature. Your Shadow Champion can be the origin point for any of your Medium spells, and when you cast a spell this way, you can choose to dispel your shadow to upcast the spell by 1 spell level.
Level 13: Mastered Eye of the Medium
You can use your Spirit Eye feature twice after finishing a long rest. The range of your true sight also extends to 120 feet instead of 60.
Level 18: Master Medium
You have unlimited uses of your Spiritual Rite ability. You can also ritual cast spells at a higher spell level than normal, as long as you have the spell slots for it from this class. For example, as a level 18 Medium, you can ritual cast Divination as a fifth-level spell. However, when you cast a spell this way, it takes an additional 12 minutes to cast the spell for every spell level above the base level.
Level 19: Epic Boon
Shadow Augments
Name
Prerequisite: Level 3+ Medium
Description
Arcane Durability
Prerequisite: Level 3+ Medium
Your shadow gains a damage threshold equal to your Spell Save DC.
Beastial Weapon
Prerequisite: Level 3+ Medium
Your shadow champion’s savage nature has grown more apparent. Your shadow champion gains the benefits below.
Natural Weapons. You can roll your Shadow Die in place of the normal damage for your Shadow champion's unarmed strike.
Relentless Beast
Prerequisite: Level 6+ Medium, Beastial Weapons Augment.
When your shadow champion has advantage on an attack roll, once per turn, your shadow can forgo the advantage to make an extra unarmed strike.
Beastial Senses
Prerequisite: Level 3+ Medium, Beast Shadow Archetype.
Select a sense, Sight, Sound, or Smell. Your shadow champion has advantage on perception check utilizing that sense.
Precision Strike
Prerequisite: Level 12+ Medium
When your shadow champion has advantage on an attack roll, once per turn, your shadow can forgo the advantage to deal maximum damage
On the attack roll.
Spell Weaver
Prerequisite: Level 3+ Medium
Choose a level 1 spell from any spell list, your shadow champion can cast that spell without a spell slot once a day.
Shadow Immunity
Prerequisite: Level 9+ Medium
Choose a damage type, excluding Bludgeoning, Slashing, and Piercing damage. Your shadow has immunity to that damage type. You can take this augment up to three times, you must choose a different damage type each time.
Developed Resistance
Prerequisite: Level 3+ Medium
Your shadow gains resistance to one damage type of your choice. You can take this augment multiple times, you must choose a different damage type each time.
Fortified Form
Prerequisite: Level 3+ Medium
Your shadow gains resistance to 1 condition of your choice.
Shadow Type
Prerequisite: Level 3+ Medium
Choose a creature type, excluding humanoid. Your shadow champion’s creature type is changed to your chosen type.
Shadow Blast
Prerequisite: Level 3+ Medium
Choose a damage type, excluding Bludgeoning, Slashing, and Piercing. When your shadow takes the attack action on its turn, it can replace one of its attacks with a burst of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (you choose each time). Each creature in that area, excluding you, must make a Dexterity saving throw. On a failed save, the creature takes two rolls of your Shadow Die of the chosen damage type. On a successful save the creature takes half as much damage.
Elemental Shadow
Prerequisite: Level 3+ Medium
Your shadow has been imbued with primordial magic. Your shadow champion learns the cantrip Elementalism, and all of its attacks deal additional fire, cold, lighting, or acid damage equal to one roll of your Shadow Die (you choose each time).
Dazzling Shadow
Prerequisite: Level 3+ Medium
Your shadow champion has adopted beautiful traits. You have advantage on Charisma ability checks utilizing your shadow champion.
Spell Gaurd
Prerequisite: Level 5+ Medium
Your shadow champion is resistant to magical damage casted at a spell level matching lesser than its own. For example, If you cast Shadow Champion with a level 2 spell slot, it will resist damage from level 1 and 2 spells.
Giant Shadow
Prerequisite: Level 6+ Medium
Your shadow shadow is now a large creature.
Retaliating Form
Prerequisite: Level 3+ Medium
Choose any damage type excluding force. Your shadow gains resistance to that damage type, and when a creature lands a melee attack on your shadow, that creature takes 1 roll of your Shadow Die of your chosen damage type.
Incorporeal Shadow
Prerequisite: Level 6+ Medium
Your shadow champion has a fly(hover) speed equal to its speed and it can pass through creatures and objects as if it were difficult terrain. If your shadow ends its turn inside an object, it is shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet traveled.
Novice Magician
Prerequisite: Level 3+ Medium, Magician Shadow Archetype.
Choose a level 1 spell from any spell list. Once a day your shadow champion can cast that spell without a spell slot.
Spirit Shroud
Prerequisite: Level 6+ Medium
Your shadow champion possesses a new potent aura. All enemy creatures that enter or start their turn within a 15-foot emanation of your shadow champion must make a Constitution saving throw. On a failed save the creature takes necrotic, psychic, or Force (you choose when you select this augment) damage equal to 1 roll of your Shadow Die.
Shadow Pulse
Prerequisite: Level 6+ Medium, Shadow Blast Augment.
When your shadow takes the attack action on its turn, it can replace one of its attacks with a burst of magical energy in a 30-foot emanation. Each creature in that area, excluding you, must make a Strength saving throw. On a failed save, the creature is pushed to the edge of the emanation and takes 1 roll of your Shadow Die of the chosen damage type for every 5 feet moved.
Swift Shadow
Prerequisite: Level 6+ Medium
Your shadow champion’s base speed is now 60 feet.
Blitz Shadow
Prerequisite: Level 15+ Medium, Swift Shadow Augment.
Your shadow champion’s base speed is now 120 feet.
Uncanny Vision
Prerequisite: Level 9+ Medium
Your shadow has blindsight with a range equal to its remaining movement speed.
Champion’s Gaze
Prerequisite: Level 3+ Medium
Your shadow champion’s dark vision has an increased range of 120 feet.
Mobile Body*
Prerequisite: Level 3+ Medium
Your shadow gains a movement speed of your choice, excluding flying, equal to your speed. You can take this augment multiple times, you must choose a different movement speed each time.
Champion’s Flight
Prerequisite: Level 9+ Medium
Your shadow champion has a fly speed equal to its speed.
Trained Knight
Prerequisite: Level 3+ Medium
Your shadow refines its martial prowess, granting the following benefits.
Maneuvers. Your shadow learns two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
Superiority Dice. Your shadow champion has 2 superiority dice per spell level, which are the same as your Shadow Dice. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest or recast Shadow Champion.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw is DC is equal to your Spell Save DC
Practiced Knight
Prerequisite: Level 6+ Medium, Trained Knight Augment.
Your Shadow champion learns two additional maneuvers.
Expert Knight
Prerequisite: Level 9+ Medium, Practiced Knight Augment.
Your Shadow champion learns two additional maneuvers.
Valorous Knight
Prerequisite: Level 13+ Medium, Expert Knight Augment.
Your Shadow champion learns two additional maneuvers.
Mythic Knight
Prerequisite: Level 17+ Medium, Valorous Knight Augment.
Your Shadow champion learns two additional maneuvers.
Intermediate Magician
Prerequisite: Level 6+ Medium
Choose a level 2 spell from any spell list. Once a day, if your shadow champion was cast with a level 2+ spell slot, your shadow champion can cast that spell once a day without a spell slot.
Expert Magician
Prerequisite: Level 9+ Medium
Choose a level 3 spell from any spell list. Once a day, if your shadow champion was cast with a level 3+ spell slot, your shadow champion can cast that spell once a day without a spell slot.
Master Magician
Prerequisite: Level 13+ Medium
Choose a level 4 spell from any spell list. Once a day, if your shadow champion was cast with a level 4+ spell slot, your shadow champion can cast that spell once a day without a spell slot.
Arch Magician
Prerequisite: Level 17+ Medium
Choose a level 5 spell from any spell list. Once a day, if your shadow champion was cast with a level 5+ spell slot, your shadow champion can cast that spell once a day without a spell slot.
Be aware the subclass names in the class descriptions are place holders
almost forgot this class's signature spell.
Shadow Champion
Level 1 Necromancy (Medium, Wizard, Warlock)
Casting Time: Action
Range: 30 feet
Components: V
Duration: Instantaneous
You call forth your inner shadow, a shard of your soul armed for battle. It manifests in an unoccupied space within range and uses the Shadow Champion stat block. The creature’s appearance is humanoid almost undead with several adornments, armaments, and other odd features that make the shadow visually otherworldly. The creature shares your hit points. When you and your shadow would take damage from the same source at the same time, you take that damage once instead of twice. If your shadow takes enough damage to reduce you to zero hitpoints or kill you outright, you can choose to dispel your shadow and take half your current hitpoint in necrotic damage. You cannot do this if you only have one hitpoint remaining.
The shadow is an ally to you and your allies. In combat, the shadow shares your initiative count and takes its turn immediately after yours. It takes your command through a psychic link (no action required). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
You can only have one shadow at a time, if you cast this spell again, the older shadow is dispelled. If you are unconscious or dead the shadow is dispelled.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Shadow Champion
Medium Construct(Shadow), Neutral
Ac = 13 (natural armor)
Hp = shared with the caster
Speed = 30 ft.
Str 16
Dex 16
Con 14
Int 10
Wis 14
Cha 13
Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 12 + PB
Languages understands languages you know
Cr None (XP 0; PB equals your proficiency bonus)
Actions
Shadow Rend. Melee Attack Roll: bonus equal to your spell attack modifier, reach 5 ft. Hit: 1d4 + 3 necrotic damage.
Traits
Link Between a Split Soul. Any spell that is cast on you is also cast on the shadow and vice versa. You also Add your proficiency bonus to any skill check your shadow makes.
Suggestions:
1) Don't make Shadow Champion a spell, make it a class feature - making it a spell leaves it vulnerable to Dispel Magic, Antimagic, Globe of Invulnerability and Counterspell.
2) make each subclass built around a different version of the Shadow Champion, and use this to replace the huge number of augments this class gets.
3) Action economy needs balancing, getting 2 full turns every round is broken, as is doubling all spells.