Base Class: Fighter
This subclass is built around the idea of bringing back defeated enemies as soldiers in your shadow armada. Each class feature upgrades the level/abilities of your shadows. As well as increasing the possible options of what to do with them. Each shadow soldier is created with their baseline of what they were prior, eg durable enemies are made into tanks/fast enemies are made into assassins/ high dps enemies are made into fighters. this of course varies but generally follows this theme.
Mana points
This is the point system used to determine if your shadows can recover/regenerate as well as being used to summon them generally. The mana is set at 20x your intelligence modifier.
Shadow Extraction
You are able to extract shadows from the corpses of your enemies and add them into your army. You must choose a command word which is used to trigger this feature. You get 3 attempts to persuade any soul to join your shadow army which they can refuse if their will (wisdom) is high enough. This will power limit is up to your DM's discretion. To extract a shadow you or one of your soldiers must have landed the killing blow on said creature.
Shadow Preservation/Naming
You are able to preserve shadows in a "storage" built into your shadow. This allows you to keep a number of shadows equal (to your class level x your int. mod.).
All named shadows increase in power as you level up.
You can get rid of shadow soldiers at no cost but this destroys their soul.
You are able to name shadows this increases their stats/abilities but also means they take up 3 slots of preservation rather than 1.
Shadow Exchange
Given that your shadows have no range limit. You can swap places with any shadow at the cost of 2 mana and a reaction. This is most useful when you connect a shadow to an important location or person as the shadows can relay information and then you can swap places almost at will.
Shadow Armour
by focusing your power around yourself you can create an armour of shadows which increases your ac by your intelligence modifier and doubles your movement speed.
Monarchs Domain
Any shadows within 50ft of you gain advantage on everything and enemies gain disadvantage on all attacks/saves. this domain does not move after it is summoned. each shadow gains temp hp equal to your int mod x prof bonus when the domain is created.
Ruler's Authority
This feature grants you the ability to telekinetically manipulate anything that weighs less than or equal to 100 x int mod. drains 15 mana per use and lasts a minute.
Improved Shadow Extraction
This feature grants you the ability to always successfully extract a shadow.
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Posted Aug 18, 2024The shadows fight as a slightly stronger version of themself at the dm’s discretion, moving on your turn under your control, regen is based on the number of mana points you use either 1-1 or 1-2 point to hp conversion. They also get better as you level ( I played it as hit die equal to your level) this subclass was used In a generally op campaign and that’s why I played it as such but these choices were discussed with my dm and contested many times. Hope that helps =)
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Posted Aug 17, 2024What do the shadows do you forgot to explain anything about the shadows themselves and how the regeneration works