Dark Kissed (5e Class)

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Dark Kissed

Tendrils of darkness creep up from the the shadows. The Dwarf cowers in fear as he is wrapped in them. The color drains from his face, and slowly he grows limp. A dark shadow of his form manifests itself beside a black cloaked woman. A large black blotch covers the left side of her face, and a manifested shadow of her stands behind her, staff clenched in its black fist. She is shadows. She is the Dark Kissed.

Creating a Dark Kissed

“Shadows feed and shadows bind. Darkness will consume you, as it has consumed me.”

What caused your dark heritage? Was it a curse from birth, or an embued energy granted from an evil deity? Do you relish in these powers, or reject them and seek to cleanse yourself with light? Either way, your insignia strikes fear into the heart of those who notice it. It is a sign of a deep, long thought eliminated magic. And yet it is back, and it will consume.

Quick Build

You can make a Dark Kissed quickly by following these suggestions. First, Charisma, as your spell casting ability, should be your highest score. Constitution should follow as second.

Class Features

As a Dark Kissed you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dark Kissed level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dark Kissed level after 1st

Proficiencies

Armor: Light armor
Weapons: Daggers, Quarterstaves, Light Crossbows, Shortbows
Tools: Choose 2 of Forgery Kit, Disguise Kit, and Poisoner's Kit
Saving Throws: Constitution, Charisma
Skills: choose 2 from Intimidation, Insight, Arcana, Perception, Deception, Religion and History

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Quarterstaff & Shortbow or (b) Dagger & Shortbow
  • (a) Padded Armor or (b) Leather Armor
  • (a) Burglar’s pack or (b) Scholar's pack
  • Cloak
  • If you are using starting wealth, you have 3d4 x 10 in funds.

Table: The Dark Kissed

LevelProficiency
Bonus
Shadow Seep UsesShadow Seep DamageFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2--Secret of Shadows, Archetype Feature
2nd+221d4Spellcasting, Shadow Seep2
3rd+221d4Darkness Incarnate3
4th+221d4Ability Score Improvement3
5th+321d642
6th+331d6Archetype Feature42
7th+331d6Manifest Shadows43
8th+331d6Ability Score Improvement43
9th+431d8432
10th+431d8Archetype Feature432
11th+441d8Dark Form433
12th+441d8Ability Score Improvement433
13th+541d104331
14th+541d10Archetype Feature4331
15th+541d10Kiss of Shadows4332
16th+551d10Ability Score Improvement4332
17th+651d1243331
18th+651d12Horror of Darkness43331
19th+651d12Ability Score Improvement43332
20th+661d12Silent Shadows43332

Secrets of Shadows

Starting at 1st level, you begin to understand and manipulate your darkness how you see fit. Choose one of the archetypes of Dark Kissed.

Spellcasting

By the time you reach 2nd level, you have learned to use the darkness within you to channel spells of shadows.

Spell Slots

The Dark Kissed table shows how many spell slots you have to cast your 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 darkness and have a 1st-level and a 2nd-level spell slot available, you can cast darkness using either slot.

Spells Known of 1st Level and Higher

You know one + your Charisma modifier 1st-level spells of your choice from the dark kissed spell lists.

You know a number of spells equal to your Dark Kissed level / 2, rounded down + your Charisma modifier. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the dark kissed spells you know and replace it with another spell from the dark kissed spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your dark kissed spells, since your magic draws on your manipulation of thoughts and your character. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dark kissed spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Shadow Seep

Beginning at 2nd level, when you or one of your shadows make a successful melee attack against a creature, as a bonus action, the target must make a Dexterity save against your spellcasting DC. The creature takes necrotic damage according to the Shadow Seep table on a failed save, as dark energy reaches forward from your body and seeps the life energy from the target. On a successful save, nothing happens.

You can use this feature a number of times according to the Shadow Seep table. You regain expended uses of this feature upon completing a long rest.

Ability Score Increase

At 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Darkness Incarnate

Starting at 3th level, you appear as an incarnation of dark energy. Instead of Dexterity, you can add your Charisma modifier to your AC.

Manifest Shadows

Starting at 7th level, you can begin manifesting shadows into physical forms. Shadows cannot be conjured or leave a range of 30 ft. from you. This feature requires concentration, and lasts for 1 hour. As an action, you can use a multitude of uses:

  • You can use this ability to manifest a duplicate copy of yourself. This shadow has hitpoints equal to 16 + your Charisma modifier + your levels in Dark Kissed, and an AC of 10 + your Charisma modifier. It takes its action on your turn, and is capable of utilizing all of your abilities, expending uses when it does.
  • You can use this ability to manifest a copy of a creature of CR 2 or lower you have killed on the previous turn. This shadow has hitpoints equal to half its original maximum, and an AC of 10 + your Charisma modifier. It takes action on your turn, and is capable of using whatever attacks it had in life, dealing necrotic damage instead of its orignal type.
  • You can use this ability to manifest shadows into a representation of an object up to a 5ft cube. The object is weightless, but makes sound as usual. If the object is a weapon, it retains the weapons properties, but for the sake of attacks is magical, dealing necrotic damage instead of the original type.
  • You can use this ability to manifest shadows on up to 3 different light sources. Light in the area is dispelled for creatures in the area. Choose up to 3 creatures, for you and those creatures, the lights function as normal.

At 11th level, the maximum CR increases to 3, and at 17th level, the maximum CR increases to 4.

At 15th level, you can have up to 2 effects active simultaneously, but not of the same type.

You can use this feature once, and gain an additional use at 11th level, and again at 16th level. You regain expended uses of this feature upon completing a long rest.

Dark Form

Starting at 11th level, you begin to assimilate into shadows. You gain proficiency with Stealth (Dexterity) checks. Additionally, if you are in darkness, you have double your proficiency with Stealth (Dexterity).

Additionally, you can now meld into darkness, becoming one with the shadows. During this time, your movement speed is halved, but you cannot provoke opportunity attacks, and all attacks on you have disadvantage. This ability requires concentration, and lasts up to 1 minute. Attacking and interacting with objects does not end this effect.

You have one use of this feature. You regain use of this feature upon completing a long rest.

Kiss of the Shadows

At 15th level, your malice and darkness seep into the mind of your foes. As an action, you can make a ranged spell attack (range 20 ft.) against a creature as you blow a kiss imbued with dark energy, using your spellcasting ability to put a target to sleep. If it fails, they become immune to this effect for 24 hours. They must make a Wisdom saving throw against your spell save DC, or be thrown into an intense nightmare, taking 3d4 psychic damage at the start of each of their turns. When under the effects of a nightmare, they can expend their action to attempt to break free, making a Wisdom saving throw against your spellcasting DC. On success, they end their nightmare, but do not wake up. On failure, they remain in their nightmare. This effect lasts for 1 minute, or until the target is hit by another attack, or smacked repeatedly (an action) to wake up. You can only have one creature affected by a nightmare at a time.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain expended uses of this feature upon completing a long rest.

Horror of Darkness

Starting at 18th level, your darkness begins to consume you entirely, and it begins manifesting itself according to its own ravenous desires. Anytime you successfully use Shadow Seep, roll a d20. If you roll a 1, you feel your body and mind lose control, as dark tendrils of energy emerge from your body. Shadow Seep is replaced by this. The tendrils deal 8d8 + Charisma necrotic damage. Additionally, if the target is killed by this effect, they are immediately manifested as a shadow, assuming they are CR 5 or lower. This shadow lasts for one hour, but does not count against your maximum number of manifested shadows.

Upon activation of this feature, you are immobilized in agony for the next round, incapable of performing melee attacks, moving, or casting spells requiring somantic or material components. Your shadows are still capable of acting.

Call of the Shadowfell

Starting at 20th level, you master the art of melding into the darkness. As an action, you can cause you and your manifested shadows to blink between the Shadowfell and the Material Plane. When you do this, any creatures you or or your shadows are grappling must succeed a Wisdom saving throw against your Spellcasting DC, or come to the Shadowfell with you. This creature is unable to move in the material plane on it's next turn, although it still is able to attack you and your shadows, due to your strong ties with the Shadowfell. For your turn, you and your shadows may only target this creature, as your physical forms remain on the Material Plane. After its turn, it blinks back to a random spot (DM determined) within 10 ft. of where it vanished. Creatures affected by this become immune to this ability for 24 hours.

You can use this feature twice. You regain expended uses of this feature upon completing a long rest.

Secrets of Shadows

You begin to understand your darkness, and either embrace or reject it. How you utilize it is up to you, but the fact remains that you cannot escape the darkness within.

Reaper of the Night

You grow proficient in utilizing the shadows. You sweep in through the darkness, eliminating enemies quickly and quietly. Their surprise and anguish fuels you. Your murderous rampages feeds the energy within your mortal form, growing it ever stronger.

Shadow Shot

Beginning at 1st level, you know how to strike subtly and exploit the darkness surrounding you. Once per turn, when you have advantage and are in dim light or darker, your weapon attack deals additional damage equivalent to your Shadow Seep ability.

Reckless Shadows

At 6th level, you start to grow confident in your abilities to use and manipulate the darkness within you. As an action, you can coat a large or smaller creature in a shadow manifested from your body. The creature must succeed a Dexterity save against your Spell Save DC, or be grappled by the shadow until the end of your next turn. For the sake of ability checks, the creature is grappled by you.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain expended uses of this feature upon completing a long rest.

Starting at 13th level, you can use Shadow Seep immediately after using this feature.

Nightmarish Form

At 10th level, your darkness further affects your body and mind. You succumb to your dark mark, as it darkness to a pitch black, and the rest of your body takes on a ghastly grey color. You have advantage on Intimidation(Charisma) and Deception(Charisma) checks against creatures that can see you.

Shadow Sneak

At 14th level, you have mastered the art of manipulating your form and your shadows. Anytime you have advantage against a creature on attacks, you can blink next to the target, as by the spell Misty Step, and make an additional melee weapon attack without advantage against that creature. After attacking, you immediately return to your previous position.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain expended uses of this feature upon completing a long rest.


Shirker of the Dark

You reject the darkness that whells inside you, and attempt to steer your form to the light. The darkness within does not bend so easily, and reacts violently to your attempts to dispel it.

Strength of Light

At 1st level, you attempt to dispel the dark energy that powers you from within. In addition to your Dark Kissed spells, you can learn the following spells: chromatic orb, healing spirit, clairvoyance, moonbeam, revivify, daylight, divination, dawn.

Radiant Seep

At 6th level, you begin to overcome the darkness that controls your Shadow Seep. You are able to turn your Shadow Seep into radiant damage, dealing your Charisma modifier as bonus damage.

Beauty of the Light

At 10th level, the light within you begins to manipulate your appearance. Your dark mark fades, and your skin begins to glow with a light radiance. You gain advantage on Persuasion(Charisma) and Deception(Charisma) checks against creatures with strong religious affiliation. Additionally, at will, you can choose to increase the extent at which you glow, emenating bright light in a 30 ft. radius around you.

Holy Walk

At 14th level, you have overcome your darkness. Anytime you use one of your dark kissed abilities, you can choose to have it deal radiant damage. Additionally, whenever you are in bright light, as a bonus action, you can choose to solidify areas of light within 30 ft. of you. Other creatures are affected by it, and it can be shaped however you like. The solidified light cannot occupy the same space as a creature, and cannot be used to harm a creature. The light you solidify acts as terrain.

You can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain expended uses of this feature upon completing a long rest.


Succumb

You lose control of your darkness. It begins to consume you entirely. You are nothing but shadows.

Frost Skin


Winters Aura


Ice Wall


Glacial Charge



Master of Darkness

You begin to learn that your energy can manifest... differently than it has before. The darkness of your form begins to affect the world and others around you.

Frost Skin


Winters Aura


Ice Wall


Glacial Charge



Spell List

The following spells are avaliable to you as a Dark Kissed

  1. arms of Hadar, cause fear, charm person, command, disguise self, dissonant whispers, false life, hex, puppet, sleep, silent image, unseen servant
  2. alter self, blindness/deafness, blur, darkness, darkvision, invisibilty, misty step, mind spike, pass without trace, phantasmal force, see invisibiity, shadow blade, silence
  3. blink, enemies abound, fear, hunger of Hadar, nondetection, phantom steed, spirit guardian, transferance, gaseous form, vampiric touch
  4. conjure shadow demon, dimension door, Evard's black tentacles, Mordenkainen's faithful hound, shadow of moil, hallucinatory terrain, greater invisibility, freedom of movement, fabricate
  5. creation, danse macabre, dream, enervation, farstep, modify memory, synaptic static, telekinesis, wall of force, animate objects

Multiclassing


Prerequisites. To qualify for multiclassing into the Dark Kissed class, you must meet these prerequisites: Cha 13 and Con 13

Proficiencies. When you multiclass into the Dark Kissed class, you gain the following proficiencies: Stealth, Arcana


Back to Main Page 5e Homebrew Classes

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