Base Class: Fighter
It's not who I am underneath, nor the Ninshido code, but what I do that defines me." Shadow samurabi are a particular group of Samurai-Shinobi who embrace the darkness within themselves to become a living conduit of shadowy psychic energy, waging war as darkness itself.
Shadow Samurabi gain the following abilities:
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Eldritch Knight Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Shadow Weapons
Properties- A shadow weapon inflicts physic damage and retains the properties of the weapon form it takes. The weapon also attracts additional shadow causing the area in a 10 foot radius to darken. In this area bright light becomes dim light, and dim light becomes darkness.
Ranged Weapon - Creating weapons with the ammunition property also creates a shadow version of its required ammunition. This ammunition dissipates on impact and reappears instantly in hand. Physical ammunition can be fired from this weapon.
Thrown weapon - When throwing a shadow weapon with the thrown property, the weapon dissipates on impact and reappears instantly in hand..
Two weapon fighting- Creating a weapon with the light property creates two identical weapons.
Magical weapons - If you are holding a magical weapon, you can instead imbue the weapon with shadow. The weapon retains its normal traits, but now does physic damage and has the darkening feature. A weapon that emits light or does radiant damage cant be modified in this way.
Shadow Shield - Instead of creating a weapon, you can choose to create a shield. This increases your AC by 2 and has the darkening feature.
Ninshido speed
Thanks to your practice and following of the Ninshido code you have grown faster in order to strike swifter
+2 to dex and +5 to walking speed
Ninshido arts
Your lessons taught you many techniques, although upon you have only remembered 2
Ichigeki - While the katana is sheathed you can do a reaction attack on a enemy that is within 5 ft or attackin. Only works with the katana and every other weapon sheathed
Futatabime no dageki- You move like water through the battle field. When you kill the enemy with only one move you gain a action
in addition to this you were taught the art of duel wielding katanas
Shadow Technique
Protective Shroud - When you or a creature you can see within 30 feet of you is hit with an attack, you can use your reaction to wrap them in a shroud of shadow energy. Roll your shadow die and the damage taken is reduced by the amount rolled plus your wisdom modifier.
Shadow Blast - When you hit a creature with an melee attack from your shadow weapon you can cause shards of shadow to fracture off and hit surrounding enemies. Roll your shadow die and add the amount to the attacks damage roll. In addition, all creatures you choose within 15 feet of the target takes necrotic damage damage equal to the amount rolled.
Shadow Penetration - When you hit with a ranged or thrown shadow weapon you can cause the shadow energy to penetrate through targets. Roll your shadow die add the amount to the attacks damage roll. In addition, all creatures of your choice in a straight line of the shot up to the normal range of the weapon take necrotic damage equal to the amount rolled.
Shadow Change - When you’re within 5 feet of a creature on your turn, you can expend one shadow die to engulf yourself and an ally in shadow. Under that cover you switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Roll the shadow die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Shadow Precision - When you make a weapon attack roll against a creature with your shadow weapon, you can expend one shadow die to add it to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.
Samurabi’s honor
The Samurabi code dictates that a follower of the code when in battle should never leave an ally behind even if it means losing their own life to protect their ally’s. Once per encounter you are able to use reaction to block an attack on an ally that you can see in range through both magical and non-magical means. This ability increases to 2 times at 5th level, 3 times at 11th, and 4 times at 17th
War Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
ShadowWalker
At 10th level, shadows seem to cling to your form. Whenever you are in dim light or darkness you can use a bonus action become incorporeal until the end of your turn. While in this form your movement speed increases by 10ft, you can move through solid objects/creatures, and are resistant to all damage. If you end your turn while occupying the same spot as a solid object or creature, you are immediately moved to the nearest unoccupied space and take force damage equal to twice the number of feet you are moved. Once used you cannot use this feature again until you finish a short rest.
Arcane Charge
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Comments