Rogue
Base Class: Rogue

Necromancy and Stealth. Using the abilities of the Shadow Monarch subclass, the player will be able to build their own squad of shadows under their command.

Dominator's Touch

You learn the mage hand cantrip. Your mage hand is invisible. 

The weight this spell can hold increases by 15 lbs at levels 9, 13, and 17.

At 13th level, the mage hand can be used to pull the user 15 feet towards a target.

The Monarch's Skills

At level 3 when choosing this feature, the Monarch gets access to a list of skills to pick from. The Monarch can pick 2 options from this list. The Monarch can choose an additional skill from the list at levels 9, 13, and 17. These skills upgrade at levels 5, 9, 13, and 17. You may change out a skill for another at any time you would select a new skill.

Skills:

Critical Strike - Once per turn, a creature you hit takes 3 extra damage of the weapon's damage type. Each time this skill levels up, this damage increases by 3.

Perceptive - You gain proficiency in the perception skill. If you already have proficiency you gain expertise instead. Each time this skill levels up, you gain an additional +1 to your perception rolls.

Muscularity - You gain proficiency in athletics. In addition, your unarmed strikes deal 1d6 damage. Each time this skill levels up, the damage dice increase by one stage and becomes 2d12 at the final level.

Sprint - As an action, you can double your movement speed for up to a minute. Each time this skill levels, you gain an additional minute. At max level this becomes a bonus action.

Spatial Storage - As an action you can store or remove an item from a spatial storage. At base level the amount of items you can store is 3. Each level increases the storage amount by 1.

Chain Attack - If you successfully land an attack on an opponent, you can make an additional attack on that enemy. This increases by one additional attack at each skill level up to 4 additional attacks. At max skill level these additional attacks are made with advantage. If you miss an attack the chain ends early.

Status Recovery - Once per long rest, you can choose to end all negative effects on yourself. Each additional level increases the uses by 1 per long rest.

Shadow Stealth - As an action, you can hide in the shadows. you become invisible for one minute. Each additional level increase the duration by one minute and at max skill level, this instead becomes greater invisibility.

Defensive Aura - You gain a +1 bonus to your Armor Class. This skill maxes out at +3. At the 4th level melee attacks against you have disadvantage. At max level ranged attacks against you have disadvantage.

 

Chain Attack

If you successfully land an attacks on an opponent, you can make an additional attack on that enemy. This increases by one additional attack at each level up to 4 additional attacks. At max level these additional attacks are made with advantage. If you miss an attack the chain ends early.

Critical Strike

Once per turn, a creature you hit takes 3 extra damage of the weapon's damage type. Each time this skill levels up, this damage increases by 3.

Defensive Aura

You gain a +1 bonus to your Armor Class. This skill maxes out at +3. At the 4th level melee attacks against you have disadvantage. At max level ranged attacks against you have disadvantage.

Muscularity

You gain proficiency in athletics. In addition, your unarmed strikes deal 1d6 damage. Each time this skill levels up, the damage dice increase by one stage and becomes 2d12 at the final level.

Perceptive

You gain proficiency in the perception skill. If you already have proficiency you gain expertise instead. Each time this skill levels up, you gain an additional +1 to your perception rolls.

Shadow Stealth

As an action, you can hide in the shadows. you become invisible for one minute. Each additional level increase the duration by one minute and at max skill level, this instead becomes greater invisibility.

Spatial Storage

As an action you can store or remove an item from a spatial storage. At base level the amount of items you can store is 3. Each level increases the storage amount by 1.

Sprint

As an action, you can double your movement speed for up to a minute. Each time this skill levels, you gain an additional minute. At max level this becomes a bonus action.

Status Recovery

Once per long rest, you can choose to end all negative status effects on yourself. Each additional level increases the uses by 1 per long rest.

Shadow Extraction

Drawing upon your power as the Shadow Monarch, you can now extract the shadows of creatures that have been slain. you cannot extract shadows of creatures that have been dead for more than 3 days. The shadows must be of a CR equal to or lower than half your current level rounded down (minimum of CR 1, max of CR 10). You can have a number of shadows active equal to your proficiency score and can store a number of shadows equal to your Shadow Monarch level plus your proficiency bonus.

Shadow Extraction - You get 3 attempts at extracting a shadow from a corpse. When extracting a shadow, make a Wisdom check against the DC which is determined by the strength of the creature (DC = CR + Wis modifier - your proficiency). For players and adventurers, use their level in place of the CR. You are proficient in this check. A creature with legendary resistances can choose choose to ignore the call. The creatures stats are the same as it was in life but with the Shadow Template applied.

When not in use, shadows are stored inside the Monarch's shadow. The Monarch can also store shadows in other's shadows if they are friendly towards the Monarch. Shadows that have an intelligence of 15 or higher are able to speak.

Shadow Template - Shadows stat blocks are modified in the following ways:

  • The creatures type becomes undead
  • The creatures hitpoints is equal to half of its max HP
  • The creatures can be healed by your spells, even though they are undead
  • The creatures gains resistance to necrotic damage
    • If the creature already had resistance it becomes immunity
    • If the creature already had immunity it becomes absorption
  • The creature gains vulnerability to radiant
    • If the creature already had vulnerability, it gains Sunlight Sensitivity

When a Shadow is defeated in combat, it returns to the Monarch's shadow. The amount of time Shadows take to heal is determined by their strength and the strength of the Monarch (Number of hours equal to the creature's CR minus the Monarch's proficiency bonus and Wisdom modifier [CR-(Prof+WisMod)]).

 

 

Shadow Monarch's Domain

At level 9, your mastery of necromancy has improved. Undead you control within 30 feet gain 10 temporary hitpoints, a +1 to attack rolls, and a +1 to armor class.

At 17th level, the range increases to 60 feet and the bonuses increase to 20 temporary hitpoints, a +2 to attack rolls, and a +2 to armor class.

Iron Will

The Monarch is immune to the frightened status effects.

Indomitable

At 13th level, your combat prowess has achieved new heights. When you make an attack roll with disadvantage, you can choose to not have disadvantage instead. You can use this ability a number of times equal to your proficiency bonus per long rest.

Shadow Exchange

At 17th level, you have learned to exchange places with your shadows. As an action, you can teleport to the location of one of your shadows and it teleports to your former location. This feature can be used once per long rest.

The Shadow Army

At 17th level, you have truly become the Shadow Monarch but your power will still grow. You have now unlocked the ability to gain 3 shadows that do not count against your summoned shadow amount. These shadows are your General and your Commanders. 

The General: The General's CR can be equal to your level and regenerates twice as fast. It also loses Radiant vulnerability and its HP is equal to its Max HP. If it did not already have Necrotic immunity it does.

The Commanders: The Commanders' CRs can be as high as CR 15 and their HP is equal to their normal Max HP and they lose Radiant vulnerability.

You can also have an unlimited amount of Shadows of CR 3 or lower. Once per year, you can summon your entire shadow army at once. To do so, they must be divided into three groups, each being led by a Commander or the General. This power takes a large strain on the body and you must rest for a week after and will be unable to summon shadows during that time.

Previous Versions

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1/25/2024 9:19:27 AM
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