Dark Shadow (5e Class)

Dark Shadow

Welcome to the Dark Shadow quirk. A dark and powerful quirk that manifests a shadow from you that is sensitive to sunlight. Are you prepared for this power?

Before you go Plus Ultra...

There are a few requirements before you can get your Dark Shadow Quirk. You must meet the following requirements:

-Have a minimum Constitution and Dexterity of 14

-Can not be a Construct, Undead, or Elemental.

The Edgy User of the Dark Shadow Quirk: Tokoyami Fumikage
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Creating a Dark Shadow


Quick Build

You can make a Dark Shadow quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.

Class Features

As a Dark Shadow you gain the following class features.

Hit Points

Hit Dice: 1d6 per Dark Shadow level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Dark Shadow level after 1st

Proficiencies

Armor: Light armor
Weapons: Crossbows, Daggers, Quarterstaffs, Scimitars
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Arcana, Insight, Perception, Stealth

Equipment

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

  • leather armor
  • (a) two daggers or (b) a scimitar
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Dark Shadow

LevelProficiency
Bonus
Features
1st+2Dark Shadow, Self defense
2nd+2Dark Vision
3rd+2Cast, Cast Feature
4th+2Ability Score Improvement
5th+3Shadow Control
6th+3Enduring Shadow
7th+3Powerful Shadow
8th+3Ability Score Improvement
9th+4Cast Feature
10th+4Black Ankh
11th+4Cast Feature
12th+4Ability Score Improvement
13th+5Piercing Claw of the Dusk
14th+5Cast Feature
15th+5Black Fallen Angel
16th+5Ability Score Improvement, Gloom of the Black Arm
17th+6Black Ankh Sabbath
18th+6Darkness Master
19th+6Ability Score Improvement
20th+6Jet-Black Hero: Tsukuyomi

Dark Shadow

Starting at 1st level, you have a dark shadow living inside of you which gets weaker in the presence of light. It has an alignment of chaotic neutral, and its hit die is a d10. Its ability scores are your own. You summon forth or unsummon Dark Shadow as a bonus action. It can not move more than 15 feet from you. If it is forcefully moved beyond this point, it unsummons.

In bright light, your Dark Shadow reacts to your commands, is considered a Small creature with an attack range of 10 feet, has an AC of 14, and its unarmed strikes deal 2d4 + your Wisdom modifier slashing damage.

In dim light, your Dark Shadow reacts to your commands, is considered a Medium creature with an attack range of 15 feet, has an AC of 16, gains an additional 5 hit points, and can strike for 2d6 + your Wisdom modifier slashing damage.

In darkness, your Dark shadow acts of its own accord, often being incredibly violent and attacking anything in its wake. It is considered a Large creature with an attack range of 20 feet, has an AC of 18, gains an additional 10 hit points, and can strike for 2d8 + your Wisdom modifier slashing damage. A the beginning of each of your turns in this form, you must succeed a DC 15 Wisdom saving throw. On a failure, you must approach and attack the closest creature.

Your dark shadow will retreat when attacked by bright light, such as when taking fire or radiant damage or is blinded by a spell, and will be unusable for 1d4 minutes. If your Dark Shadow falls to 0 hit points, it will be unusable until the end of a long rest and you gain 1 level of exhaustion. Dark Shadow can be active for a total of 1 hour, regaining use at the end of a long rest.

Self Defense

Starting at 1st level, you learn a method to defend yourself should your Dark Shadow fail to. Your unarmed strikes deal 1d4 + your Dexterity modifier bludgeoning damage, and you may move 5 feet as part of your attack.

Darkvision

At 2nd level, you acquire 30 feet of darkvision. If you already have darkvision, you may instead increase the distance you see in it by 30 feet.

Cast

At 3rd level, you chose a Cast. Choose between Shadow-Walker or Day-Bracer, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 11th, and 14th levels.

Ability Score Increase

When you reach 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.

Shadow Control

At 5th level, you begin to control your dark shadow in darkness. While in your Dark Shadow is summoned in darkness, you may make a DC 16 Wisdom saving throw to gain control of your Dark Shadow for 30 minutes. After the 30 minutes are up, you may make the save again at disadvantage for another 30 minutes.

Enduring Shadow

At 6th level, when your Dark Shadow would become unusable, you may attempt a DC 15 Wisdom saving throw. On a success, Dark Shadow does not become unusable. If it would have become unusable from being reduced to 0 hit points, it regains 1d10 hit points. If it would have become unsusable from running out of time, it regains 1 minute.

Powerful Shadow

At 7th level, you may use Wisdom instead of Strength on any skills, saving throws, attack, or damage rolls while Dark Shadow is active.

Black Ankh

At 10th level, you envelop your body in your Dark Shadow, providing a boost in armor and physical strength. While Dark Shadow is active, your AC equals 10 + your Wisdom modifier + your Dexterity modifier, but Dark Shadow can only occupy your space.

Piercing Arm of the Dusk

At 13th level, while in Black Ankh, you can extend Black Shadow’s arms into a thin needle as part of your attack action. Its attack reach triples. You may do this a number of times equal to your Dexterity modifier.

Black Fallen Angel

At 15th level, you learn to fly using Dark Shadow. As an action, you may have Dark Shadow carry you in its arms to gain a fly speed of 30 feet. You may not use any of your other features until you land.

Gloom of the Black Arm

At 16th level, you augment your abilities further. As part of your normal attack action, you can make a shove attack or a grapple.

Black Ankh Sabbath

At 17th level, when you take the attack action, you can attack two additional times. You may do this once, regaining use at the end of a long rest.

Darkness Master

At 18th level, your dominion over darkness in unchallenged. Your Darkvision range doubles.

Jet-Black Hero: Tsukuyomi

At 20th level, you begin to revel in the dark and master your Dark Shadow. It is always in its darkness form, and you automatically succeed saving throws to control it.

Shadow-walker

A subclass built around treading in the shadows and increasing your power whilst in them.

Master of Shadows

At 3rd level, your Darkvision becomes Blindsight. It is still doubled by Darkness Master.

Controlled Fury

At 9th level, you have advantage on Wisdom saving throws to control Dark Shadow in darkness.

Black Hurricane

At 11th level, while in darkness, you may take the attack action as a bonus action. You may do this a number of times equal to half your Dexterity modifier, rounded up (minimum 1), regaining use at the end of a long rest.

Abyss

At 14th level, as a bonus action while in Black Ankh, you can emit magical darkness in a 30 foot radius for a number of minutes equal to your Wisdom modifier (minimum 1). You may end this early as a bonus action and recast it later. You regain use of this at the end of a long rest.

Day-Bracer

A subclass built around controlling your Dark Shadow and improving it in lighter areas.

Sure-Footed

At 3rd level, when you make an unarmed strike while in bright light, you may move an additional 5 feet. Moving in this manner does not incur attacks of opportunity.

Light-Walker

At 9th level, Dark Shadow has adjusted to the light to an extent. You have advantage on Wisdom saving throws to keep Dark Shadow from becoming unusable.

Dual-Striker

At 11th level, while in bright or dim light when you take the attack action, you may make an additional attack using your unarmed strike.

Keen Eye

At 14th level, while in bright light, you have advantage on your first attack each round.

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