Primary Ability: Charisma Hit Point Die: D8 per Shadow Master level + CON mod Saving Throw Proficiencies: Charisma and Dexterity Skill Proficiencies: Choose 2: Acrobatics, Athletics, Deception, Intimidation, Perception, Survival or Stealth Weapon Proficiencies: Simple and Martial Weapons Armor Training: Light Armor Starting Equipment:
Level 1 Feature: Essence "You gain mystical and magical abilities through the control of essence, producing stronger outcomes of your Shadow abilities"
Essence flows through you as a consumable resource. You gain Essence Dice based on your PB + CHA mod. The scaling of your Essence Dice is detailed in the following: Level 1-2 | D4 Level 3-4 | D6 Level 5-10 | D8 Level 11-16 | D10 Level 17+ | D12
You regain all Essence Dice 1/long rest.
Level 1 Feature: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
Level 1 Feature: Shadow Companion "You obtain the most invaluable helpers that will stay by your side until you stop casting a shadow."
You now have 2 Shadows attached to you that you can detach from your body. They are intangible and unable to physically interact with anything while in this form. They can be separated for an indefinite time at a distance of 60 ft. If a shadow goes beyond 60 ft., you lose connection to your shadow and can no longer send commands or use abilities related to it. While it's out of range, the shadow will immediately try to return back into range the best it can. During combat, it can Dash and Hide by using your bonus action. Your Shadows act once before or after your turn. They can use 1 action to use their abilities and their movement. The amount of Shadows being able to act this way is equal to 1/4th of your Shadow Master Level (rounded up).
You gain more Shadows the stronger you become. Gain 1 Shadow on level 4, 8, 12, 16, 18 respectably.
Shadow Companion Same size and form as your current body but as a shadow flat on a surface
Armor Class: 8 + 3 + PB Hit Points: 7 + 4 times your Shadow Master level Speed: 40 ft. walking(gliding on surfaces)
STR(Mod/Save) - 1 (-5/-5)
DEX(Mod/Save) - (+3/+3)
CON(Mod/Save) - (0/0)
INT(Mod/Save) - (+1/+1)
WIS(Mod/Save) - (+2/+2)
CHA(Mod/Save) - (+3/+3)
Resistance: Resistant to Cold, Psychic, and Thunder damage Immunities: Immune to Piercing, Slashing, Bludgeoning, Poison, and Necrotic Damage Weaknesses: Weak to Fire and Radiant damage Senses: Blindsight 60ft. (As long as shadows exist); Passive Perception 15 Languages: Understands the languages that you know but cannot speak Proficiencies: Stealth (+7); Perception (+5)
Shadow Form: Your companion's natural state is as a shadow. It is a 2 dimensional being that moves by gliding on surfaces and is unable to make sound, scent or physically disturb anything. Visually looks like you but as a shadow. It occupies an area of 5 ft. and pass through other creatures and end its turn in the same space of another creature. It can change its form and size to fit on any opening that has a gap. Cannot exist in this form where shadows are nonexistent (Such as absolute darkness or light and magical darkness). If suddenly put in this situation, it disappears and reappears after a Long Rest. Shared Body and Mind: If your companion receives damage, half of that damage is transferred to you.
Hidden Presence: Your Shadow use its action to hide in dark and dim areas, including someone's shadow only if they are unaware of your Shadow's presence, and gain the Invisible condition. If trying to hide in someone's shadow that has a passive perception of 13 or higher, your Shadow must roll a stealth check against their passive perception as the DC every 10 minutes. If your Shadow is in a bright area, the stealth check roll will be in disadvantage. Watchful Gaze: You can use your bonus action to consume 1 Essence Die to command your Shadow to manifest an aura in a 10-foot Emanation that originates from the Shadow. A single target in that aura must make a WIS saving throw of a DC = 13. On a failed save, the target is now aware and frightened by the Shadow emanating the aura. They must roll a saving throw at the end of each of their turns or it lasts for 1 minute.
Level 1 Feature: Shadow Control "You have extensive control of your shadows, making you a treacherous foe to fight against."
Gain 30ft of Darkvision if you didn't have it already.
Shadow Sense: You can manifest your consciousness through your shadows by ritual casting this ability, lasting 1 hour of concentration. You can also use your bonus action to consume 1 Essence Die to use this immediately for 1 minute. While concentrating, you perceive your Shadow's blindsight and hearing simultaneously with your own. If your Shadow within 60 ft. of you and within line of sight, add your Shadow's perception bonus to your own. If you take damage while using Shadow Sense, you must roll a Concentration Saving Throw to maintain the connection. You can only concentrate on 1 Shadow at a time.
Shadow Augment: You can use a bonus action to augment the following by using your Shadow. Each augment only uses 1 Shadow and cannot use other Shadow Control abilities. You must have at least 1 Shadow 5 ft. near you to use an augment.
Body: Augment your body to enhance your physical prowess. You have Advantage when it comes to STR/DEX Saving Throws, Athletics, and Acrobatics skill checks. As a reaction, Consume 1 Essence Die and roll to add to the defined saving throws.
Weapon: Augment a weapon you are currently equipping and are proficient with. Your weapon can now deal psychic damage instead of slashing/piercing/bludgeoning (your choice). In addition, you can add your CHA mod bonus to your attack rolls. As part of your Attack Action, you can Consume 1 Essence Die and roll to add a bonus to your damage rolls.
Level 2 Feature: Shadow Step "You understand the depths of your shadows more, allowing you to walk among them"
Consume 1 Essence Die to use a bonus action to teleport up to 30 ft. to one of your Shadows. The Shadow you teleport to must have enough space for you to appear in. Once you reappear to your Shadow, it reattaches to your body.
Level 3 Feature: Shadow Master Subclass "Every master has and will walk a different path in life from each other, choose which one will define yours."
You gain a Shadow Master subclass of your choice. Blade Aspect, or Curse Walker will be available to choose from. A subclass is a specialization that grants you features at certain Shadow Master levels. For the rest of your career, you gain each of your subclass's features that are of you Shadow Master Level or lower. Subclass features are given at 3,5,9,11,13,17
Level 4 Feature: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Shadow Master Levels 6, 10, and 14.
Level 7 Feature: Expanded Shadow Augments
You gain the following augmentations
Shadow: Augment your Shadow by compiling 2 together. While augmented, your Shadow gains the following benefits.
Gain Temp HP = Shadow Master Level + CHA mod
When using Shadow Step on the augmented Shadow, gain total Temp HP = Shadow Master Level + CHA mod. Consume 2 Essence Die and roll to add to your total Temp HP.
Add half of your PB (rounded down) to your Shadow's AC
You no longer take damage from Shared Body and Mind
Sight: Gain advantage on Perception checks and against being Blinded. Consume 2 Essence Dice to gain the effects of See Invisibility for 1 hour.
Mind: Gain immunity to Charmed and gain advantage to Investigation and Arcana checks. Consume 2 Essence Dice when you get attacked to add your PB to your AC as a reaction.
Level 7 Feature: Improved Shadow Companion
Your Shadows grow stronger. Your Shadow Companion can now reach further at 120 ft. When you use Hidden Presence, the target needs to have a passive perception of 16 or higher to force a Stealth roll. When using Watchful Gaze, add your CHA mod onto the Save DC.
Level 8 Feature: Essence Proficiency
1/Long Rest, you can spend 10 minutes to regain half expended Essence Dice up to your Essence Dice Total.
Level 15 Feature: Essence Mastery
1/Short Rest, you can spend 10 minutes to regain half expended Essence Dice up to your Essence Dice Total. In addition, whenever you gain an Essence Die, regain HP equal to the total of Essence Dice regained + Shadow Master Level.
Level 19 Feature: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20 Feature: Lord of Shadows
1/Long Rest you can use your action to use Lord of Shadows feature for 10 minutes. You are able to manipulate and control shadows beyond your own. You gain the following benefits.
As long as there are shadows nearby, you have an increase amount of shadows equal to your CHA mod
All damage done by your Shadows, either through augments, attacks, etc., gain an additional 3d10 psychic or necrotic damage (your choice).
Add your CHA mod to your DEX and STR checks
You can use your reaction to use Shadow Step when you take damage
Gain resistance to Radiant, Necrotic, Psychic, and Poison damage
Gain Immunity to being unwillingly forced into Prone or Moved.
So, this is my first Homebrew class that I have created. This class is very inspired off a Webnovel (IYKYK) and I hope it adjusted it well in DnD 5.5e. Being it my first attempt at a Homebrew Class, I know I missed a thing or two, so any feedback or corrections is greatly welcomed. Obviously, this is simply the base class and doesn't include the subclass to fill in the gaps and I have one almost ready to go but wanted this up to see if I needed adjustments that would affect the subclass.
The main goal of this Class is to have solid utility and resources. I want it to have a strong foundation in order to zero in when it comes to subclasses. The current subclass I'm tweaking right now for Shadow Master is called Blade Aspect. Obviously from the name, it is a melee weapon focused subclass. The next one after that one will be called Curse Walker (WIP) that focuses more on "augmenting" enemies but applying debuffs rather than buffs. Returning back to Blade Aspect, it is a subclass focused in creating a weapon with your shadow on the go and having additional augments and abilities focused on melee combat. For now, however, I would like to have some feedback on the base class first and see how it is received. The class has not been play tested but am thinking of using it a campaign I'm working on for the summer.
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Shadow Master Class
Primary Ability: Charisma
Hit Point Die: D8 per Shadow Master level + CON mod
Saving Throw Proficiencies: Charisma and Dexterity
Skill Proficiencies: Choose 2: Acrobatics, Athletics, Deception, Intimidation, Perception, Survival or Stealth
Weapon Proficiencies: Simple and Martial Weapons
Armor Training: Light Armor
Starting Equipment:
Level 1 Feature: Essence
"You gain mystical and magical abilities through the control of essence, producing stronger outcomes of your Shadow abilities"
Essence flows through you as a consumable resource. You gain Essence Dice based on your PB + CHA mod. The scaling of your Essence Dice is detailed in the following:
Level 1-2 | D4
Level 3-4 | D6
Level 5-10 | D8
Level 11-16 | D10
Level 17+ | D12
You regain all Essence Dice 1/long rest.
Level 1 Feature: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
Level 1 Feature: Shadow Companion
"You obtain the most invaluable helpers that will stay by your side until you stop casting a shadow."
You now have 2 Shadows attached to you that you can detach from your body. They are intangible and unable to physically interact with anything while in this form. They can be separated for an indefinite time at a distance of 60 ft. If a shadow goes beyond 60 ft., you lose connection to your shadow and can no longer send commands or use abilities related to it. While it's out of range, the shadow will immediately try to return back into range the best it can. During combat, it can Dash and Hide by using your bonus action. Your Shadows act once before or after your turn. They can use 1 action to use their abilities and their movement. The amount of Shadows being able to act this way is equal to 1/4th of your Shadow Master Level (rounded up).
You gain more Shadows the stronger you become. Gain 1 Shadow on level 4, 8, 12, 16, 18 respectably.
Shadow Companion
Same size and form as your current body but as a shadow flat on a surface
Armor Class: 8 + 3 + PB
Hit Points: 7 + 4 times your Shadow Master level
Speed: 40 ft. walking(gliding on surfaces)
Resistance: Resistant to Cold, Psychic, and Thunder damage
Immunities: Immune to Piercing, Slashing, Bludgeoning, Poison, and Necrotic Damage
Weaknesses: Weak to Fire and Radiant damage
Senses: Blindsight 60ft. (As long as shadows exist); Passive Perception 15
Languages: Understands the languages that you know but cannot speak
Proficiencies: Stealth (+7); Perception (+5)
Shadow Form: Your companion's natural state is as a shadow. It is a 2 dimensional being that moves by gliding on surfaces and is unable to make sound, scent or physically disturb anything. Visually looks like you but as a shadow. It occupies an area of 5 ft. and pass through other creatures and end its turn in the same space of another creature. It can change its form and size to fit on any opening that has a gap. Cannot exist in this form where shadows are nonexistent (Such as absolute darkness or light and magical darkness). If suddenly put in this situation, it disappears and reappears after a Long Rest.
Shared Body and Mind: If your companion receives damage, half of that damage is transferred to you.
Hidden Presence: Your Shadow use its action to hide in dark and dim areas, including someone's shadow only if they are unaware of your Shadow's presence, and gain the Invisible condition. If trying to hide in someone's shadow that has a passive perception of 13 or higher, your Shadow must roll a stealth check against their passive perception as the DC every 10 minutes. If your Shadow is in a bright area, the stealth check roll will be in disadvantage.
Watchful Gaze: You can use your bonus action to consume 1 Essence Die to command your Shadow to manifest an aura in a 10-foot Emanation that originates from the Shadow. A single target in that aura must make a WIS saving throw of a DC = 13. On a failed save, the target is now aware and frightened by the Shadow emanating the aura. They must roll a saving throw at the end of each of their turns or it lasts for 1 minute.
Level 1 Feature: Shadow Control
"You have extensive control of your shadows, making you a treacherous foe to fight against."
Gain 30ft of Darkvision if you didn't have it already.
Shadow Sense: You can manifest your consciousness through your shadows by ritual casting this ability, lasting 1 hour of concentration. You can also use your bonus action to consume 1 Essence Die to use this immediately for 1 minute. While concentrating, you perceive your Shadow's blindsight and hearing simultaneously with your own. If your Shadow within 60 ft. of you and within line of sight, add your Shadow's perception bonus to your own. If you take damage while using Shadow Sense, you must roll a Concentration Saving Throw to maintain the connection. You can only concentrate on 1 Shadow at a time.
Shadow Augment: You can use a bonus action to augment the following by using your Shadow. Each augment only uses 1 Shadow and cannot use other Shadow Control abilities. You must have at least 1 Shadow 5 ft. near you to use an augment.
Level 2 Feature: Shadow Step
"You understand the depths of your shadows more, allowing you to walk among them"
Consume 1 Essence Die to use a bonus action to teleport up to 30 ft. to one of your Shadows. The Shadow you teleport to must have enough space for you to appear in. Once you reappear to your Shadow, it reattaches to your body.
Level 3 Feature: Shadow Master Subclass
"Every master has and will walk a different path in life from each other, choose which one will define yours."
You gain a Shadow Master subclass of your choice. Blade Aspect, or Curse Walker will be available to choose from. A subclass is a specialization that grants you features at certain Shadow Master levels. For the rest of your career, you gain each of your subclass's features that are of you Shadow Master Level or lower. Subclass features are given at 3,5,9,11,13,17
Level 4 Feature: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Shadow Master Levels 6, 10, and 14.
Level 7 Feature: Expanded Shadow Augments
You gain the following augmentations
Level 7 Feature: Improved Shadow Companion
Your Shadows grow stronger. Your Shadow Companion can now reach further at 120 ft. When you use Hidden Presence, the target needs to have a passive perception of 16 or higher to force a Stealth roll. When using Watchful Gaze, add your CHA mod onto the Save DC.
Level 8 Feature: Essence Proficiency
1/Long Rest, you can spend 10 minutes to regain half expended Essence Dice up to your Essence Dice Total.
Level 15 Feature: Essence Mastery
1/Short Rest, you can spend 10 minutes to regain half expended Essence Dice up to your Essence Dice Total. In addition, whenever you gain an Essence Die, regain HP equal to the total of Essence Dice regained + Shadow Master Level.
Level 19 Feature: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20 Feature: Lord of Shadows
1/Long Rest you can use your action to use Lord of Shadows feature for 10 minutes. You are able to manipulate and control shadows beyond your own. You gain the following benefits.
So, this is my first Homebrew class that I have created. This class is very inspired off a Webnovel (IYKYK) and I hope it adjusted it well in DnD 5.5e. Being it my first attempt at a Homebrew Class, I know I missed a thing or two, so any feedback or corrections is greatly welcomed. Obviously, this is simply the base class and doesn't include the subclass to fill in the gaps and I have one almost ready to go but wanted this up to see if I needed adjustments that would affect the subclass.
The main goal of this Class is to have solid utility and resources. I want it to have a strong foundation in order to zero in when it comes to subclasses. The current subclass I'm tweaking right now for Shadow Master is called Blade Aspect. Obviously from the name, it is a melee weapon focused subclass. The next one after that one will be called Curse Walker (WIP) that focuses more on "augmenting" enemies but applying debuffs rather than buffs. Returning back to Blade Aspect, it is a subclass focused in creating a weapon with your shadow on the go and having additional augments and abilities focused on melee combat. For now, however, I would like to have some feedback on the base class first and see how it is received. The class has not been play tested but am thinking of using it a campaign I'm working on for the summer.