Shade (5e Subclass)

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Shade

Walking along the path of shadow is a difficult one. Most who try, fail. Falling into the shadows and being consumed by darkness. However, the few succeed go on to be some of the most equally powerful and terrifying assassins, warriors, and archers alike. Using the power of the void plane they fight using shadow magic while stepping between the material and void plane at will.

Shadow Bound
Every swing you make, every arrow you shoot, and every step you take there are traces of shadow behind it.

  • You add your proficiency bonus to all Dexterity (Stealth) checks. If you are proficient or have expertise in it then you still add your proficiency bonus an extra time.
  • You can hide as long as you are either lightly obscured or in dim light or darkness.
  • You gain darkvision up to 60 feet.

Sneak Attack
You gain the sneak attack feature granted to the Rogue class. At 3rd level, this damage equals 1d6 and increases by 1d6 at 7th, 15th, and 18th levels.

Shadow Casting
Starting at 3rd level you gain the cantrip Shadowstrike (5e Spell). Starting at 5th level you also may cast the spell darkness as a second level spell without the use of components or a spell slot once per short or long rest.

Shadow Step
Starting at 7th level you can use your bonus action while within dim light or darkness to step into the void plane and turn invisible and can move up to your speed without provoking opportunity attacks. You also may move through walls and creatures be they hostile or not as if they were difficult terrain. When you reach your movement speed maximum or end the effect early, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved when you were shunted. You may end the affect early without the use of any action. You may use this a number of times equal to your spellcasting modifier, regaining all uses on a long rest and half the number of uses on a short rest.

Eyes of the Void
Starting at 10th level your darkvision becomes stronger as you can now see into the void plane. You now have a darkvision of 120 feet and can see up to 60 feet of magical darkness.

Shadow Hunt
Starting at 15th level anytime you use the cantrip Shadowstike the targeted creature(s) must succeed a constitution saving throw versus your spell save DC (8 + your charisma, intelligence, or wisdom modifier + your proficiency bonus) or be poisoned until the start of your next turn.

Void Assault
Starting at 18th level you can Shadowstep without the use of a bonus action and for every creature you move through while in the void plane you generate a number of void orbs equal to half of the creatures level or CR, up to 10, each lasting for 1 minute. After emerging to the plane you originated from you may use a standard action to fire as many of the orbs as you wish making a spell attack, for each orb, using your spell attack modifier (proficiency bonus + your charisma, intelligence, or wisdom modifier), each dealing 2d6 necrotic damage. You may only choose one creature to fire them at each time you fire them, and they all hit simultaneously. You cannot benefit from both gaining and firing orbs of this ability again until you finish a long rest.




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