Shadow Warrior (3.5e Class)

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Shadow Warrior

The shadow warrior is a fighter that was touched by the plane of shadow in his youth or in some cases before he was born due to exposure of his parents. When a creature from the plane of shadow interacts with others sometimes it forms a permanent bond between the individual and the plane, allowing them to draw powers through into the material plane. This gives the shadow warrior a highly unique set of abilities in addition to significant level of combat prowess that the knight learns over time making him a fearsome opponent.

Making a Shadow Warrior

Shadow warriors are highly specialized fighters that also gain powers due to their brush with the shadow plane. Unlike a regular fighter the shadow warrior does not excel at strictly martial pursuits, instead relying upon a group of powers he gets from his unique association with the shadow plane. The character is able to see in the dark as easily as daylight, can summon a shadow companion and deal massive combat damage.

Abilities: The shadow warrior requires high Strength and Constitution like any other fighter while their abilities rely on high Charisma.

Races: Any race can come to be a shadow warrior. The only requirement is a brush with a creature from a shadow plane either before the characters birth or during his youth.

Alignment: Any.

Starting Gold: 5D4x10 gp (125 average starting gold.)

Starting Age: As fighter

Table: The Shadow Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+2+2 Bonus Feat, Darksight, Shadow Resistance
2nd+2+3+3+3 Shadow Blend, Aura of Shadow
3rd+3+3+3+3 Dark Whirlwind
4th+4+4+4+4 Give Darkvision
5th+5+4+4+4 Bonus Feat, Dark Embodiment
6th+6/+1+5+5+5 Shadow Leap
7th+7/+2+5+5+5 Shadow Steal
8th+8/+3+6+6+6 Shadow Finesse
9th+9/+4+6+6+6 Specter Scare
10th+10/+5+7+7+7 Bonus Feat, Dark Aura
11th+11/+6/+1+7+7+7 Dark Sense
12th+12/+7/+2+8+8+8 Shadow Slam
13th+13/+8/+3+8+8+8 Shadow Teleport
14th+14/+9/+4+9+9+9 Summon Spectre
15th+15/+10/+5+9+9+9 Bonus Feat, One With The Shadows
16th+16/+11/+6/+6+10+10+10 Dark Strike
17th+17/+12/+7/+7+10+10+10 Dark Grab
18th+18/+13/+8/+8+11+11+11 Improved Give Darkvision
19th+19/+14/+9/+9+11+11+11 Suppression
20th+20/+15/+10/+10+12+12+12 Bonus Feat, Shadow Form

Class Skills 2 + Int modifier per level, ×4 at 1st level
The shadow warrior's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Hide (Dex) ,Intimidate (Cha), Jump (Str), Knowledge (planes) (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Class Features

Weapon and Armor Proficiency: A shadow warrior is proficient with all simple and martial weapons and with all armor and shields (including tower shields).

Bonus Feats: At 1st level, a shadow warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The shadow warrior gains an additional bonus feat at 5th level and every five levels thereafter (10th, 15th, 20th, 25th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A shadow warrior must still meet all prerequisites for a bonus feat.

Darksight (Ex): The shadow warrior gains a special ability called darksight thanks to an inherent connection to the dark. Darksight is similar to darkvision; the vision is more expansive primarily in the fact that it shows black, white, shades of gray and depth perception is not affected at all. Further the darksight does not have a range requirement; the shadow warrior can see as far as he can in daylight with the darksight.

Shadow Resistance (Su): All shadow warriors are more resistant to shadow based magic due to their connection with the plane. The shadow warrior adds +3 to all saves against all spells with the dark descriptor, and this bonus increases by +4 for every 6 class levels (7th level is +7, 13th level is +11 etc.) However this resistance also possesses a drawback - shadow knights are blinded by sudden extreme changes in light (such as a daylight spell) for 1 round.

Shadow Blend (Su): Whenever the shadow warrior is within a shadowy area he gains the ability to blend seamlessly into the shadow. The shadow warrior gains concealment and +4 to his hide and move silently rolls as long as he stays within shadows.

Aura of Shadow (Su): Reaching into his inner powers the shadow warrior is capable of summoning shadow around himself for a short duration of time. This ability can be activated and deactivated at will and has a range of 40 feet and can be sustained for (2 + 1/2 shadow warrior level + [Charisma] modifier) rounds, usable (2 + [Charisma] modifier) times per day. These shadows can be used in conjunction of other abilities of the shadow warrior, and the shadow warrior can see through his own Aura with no penalty (but not the aura of another shadow warriors or shadow knights). The Aura can be disabled at any time by the shadow warrior at will as a free action.

Dark Whirlwind (Ex): Through years of combat facing many enemies at once the shadow warrior has learned to attack multiple foes with a whirlwind attack. When using a slashing weapon the shadow warrior spins quickly attacking all enemies within 10ft and can even move 5ft while doing it. When attempting to move while using this ability the user must roll a DC 12 Dexterity check. If the user fails the Dexterity check they fall to the ground and activate an attack of opportunity from all enemies in range. Does (1D4 + shadow warrior level) in addition to your regular attack damage to each enemy it hits.

Give Darkvision (Su): The shadow warrior has learned how to control the power of his dark energy within him and can project it into an allies eyes in order to give them a weaker version of his Darksight called Darkvision. This effect lasts for (shadow warrior level + Charisma) rounds and can be used (1/2 shadow warrior level + [Charisma] modifier + 1) times a day. (only works on one ally) (20ft range)

Dark Embodiment (Su): Channeling shadows proves deadly to all enemies of the shadow warrior as he can now imbue his weapon with dark energy and deals (1D4 + shadow warrior level) shadow damage in addition to standard attack damage. This ability lasts for rounds equal to the shadow warrior's level and can only be used every 1D8 rounds after the ability wears off.

Shadow Leap (Su): An increased jumping capability can be achieved through the shadow warrior channeling his energy through his legs. This allows for an attack on the way back to the ground and a follow up when landed as well as looking awesome. This ability deals (1D10 + shadow warrior level) damage per hit and has a range of 30 ft. With a successful second hit the enemy is thrown upwards into the air and stunned for 1 turn when they land. This ability cannot be used again for 1D8 rounds. (Normal AC rolls apply) (Full Round Action)

Shadow Steal (Ex): While in the shadows the shadow warrior can move as if he is weightless. Through this increased flexibility the shadow warrior can steal a single random item from an enemy that is currently in the shadows as well. The shadow warrior must perform a (Dexterity + Charisma modifier) check while the enemy must perform a (Spot + Dexterity modifier) saving throw.

Shadow Finesse (Ex): Thanks to years of controlling the shadows, the shadow warrior can create faint mirror images of himself when he is in the shadows to mislead his enemies. This gives the shadow warrior a bonus +4 dodge AC when in the shadows.

Spectre Scare (Su): By channeling the shadows connecting the shadow warrior to the shadow plane, he can summon a phantasm to scare nearby enemies. Enemies must perform a will saving throw with a DC of (shadow warriors Intimidate skill + Charisma modifier). If the enemy fails the saving throw they become Frightened and take damage equal to the shadow warrior's Charisma modifier.

Dark Aura (Su): By harnessing his connection to the shadows the shadow warrior creates a veil surrounding himself that hurts any who hurt the user. When attacked by an enemy, that enemy and all other enemies within 5 ft take 1/4th the damage taken(round down if needed). This ability cannot be used at the same time as Aura of Shadow. This ability can be activated and deactivated at will as a free action.

Dark Sense (Su): Shadows connect and split seamlessly but are connected eternally. This allows the shadow warrior to sense where shadows are in a room they are currently in, and all movement within them.

Shadow Slam (Su): Shadow warriors are primarily close-combat fighters and have trained in grappling but their dark energy has enhanced their capabilities. When grappling an enemy shadow warriors can slam them onto the ground with assistance from their dark energy causing (1D6 + Strength modifier) physical damage + (Charisma modifier) shadow damage.

Shadow Teleport (Su): Shadows are connected to the shadow plane and have many portals that only those touched by the plane can see or use. The shadow warrior is one such creature and can teleport between any shadows within sight. The shadow warrior must perform a DC 15 (Move Silently + Dexterity modifier) check to determine if any enemies notice where he moved to.

Summon Specter (Su): The shadow warrior at this point has learned how to become ethereal and has enhanced that ability by projecting parts of his ethereal being into creating a minion to attack enemies. This minion will come forth from within 10ft of the shadow warrior. Spend 10 HP to use ability. The specter cannot be hit unless with light/holy damage. Any light spells that would stun the shadow warrior instantly dispels the specter. The specter's attack does 3D6 of shadow damage.(Touch AC) The specter has 10 HP. When the specter disappears the shadow warrior regains 5HP. (Attack Action)

One With The Shadows (Su): Intense meditation allows shadow warriors to one day become one with the shadows(hehe) and become ethereal. The shadow warrior must call out this ability but then becomes like a shadow and takes no further damage unless it is light/holy damage. This effect lasts for 1D4 turns but takes a full round action to activate. This ability can only be activated once per encounter and cannot be used with any other abilities other than auras.

Dark Strike (Su): Through his connection to the shadow plane the shadow warrior can creates ripples of shadow energy to appear from his weapon of choice and shoot out in a line towards his enemies within 15ft. The shadow warrior will jump in the air and slam his weapon on the ground creating a line of shadow energy to move toward his enemy and cause (2D8 + shadow warrior level) shadow damage. This ability can only be used 3 times per encounter.

Dark Grab (Su): A creatures shadow is believed by many to be a symbol of their health and this is when the shadow warrior comes into play. The shadow warrior can use his own shadow to ingest a portion of the enemies shadow when he has it grappled. While the shadow resembles the creatures health it can never truly disappear until death, as such the shadow warrior cannot kill a creature with this ability but lowering it to a minimum of 1 HP. This attack deals (2D12 + shadow warrior level) and only needs the enemy to be grappling with the shadow warrior to hit. The shadow warrior then gains 1/2 of all damage dealt as health up to max HP.

Improved Give Darkvision (Su): With an innate sense of what the shadows contain the shadow warrior can now give all allies within 40ft Darkvision. (Replaces Give Darkvision)

Suppression (Su): Learning to shape his shadow plane abilities the shadow warrior is now able to suppress the spell like abilities of others as a swift action, by using visual distractions from the plane of shadow. If a creature or player uses a spell like ability and the shadow warrior declares the use of this ability the target must make a concentration check of (10 + Charisma modifier) or the action fails. This ability can even stop at will abilities which cannot be attempted again until the next round.

Shadow Form (Su): Mastery over his inner Shadows has allowed the shadow warrior to manifest it into a sort of cloak around the body that can morph into any shape desired. The primary full-attack for one in Shadow Form includes a Bite and 2 claw strikes dealing (2D10 + 1D8) total damage. Entering Shadow Form has a big drawback including a required payment of 1/2 the shadow warriors current HP and only lasts for 1D8 rounds. When leaving Shadow Form the shadow warrior becomes unconscious for 1D4 rounds. This ability can be used twice per day and only once per encounter.

Epic Shadow Warrior

Table: The Epic shadow warrior

Hit Die: d10

LevelSpecial
21stEnhanced Dark Whirlwind
22ndEnhanced Shadow Form
23rdEnhanced Dark Leap
24thEnhanced One With The Shadows
25thBonus Feat
26thEnhanced Dark Grab
27thEnhanced Dark Strike
28thMaster Shadow Form
29thPure Darkness
30thBonus Feat

2 + Int modifier skill points per level.

Enhanced Dark Whirlwind: Dark Whirlwind now deals an additional + 1/2 damage (round down if necessary) and moving DC is lowered to 10.

Enhanced Shadow Form: Through training in the shadow form, the shadow warrior is able to relinquish one half less HP to the shadows in order to activate this ability. (activation cost now 1/4 HP)

Enhanced Dark Leap: With more power from his dark energy the shadow warrior can now leap 40ft and does (4D10 + shadow warrior level) damage per hit.

Enhanced One With The Shadows: Through meditation and mental training the shadow warrior gains increased control over the shadows in the world and even in his own body. The shadow warrior can now become ethereal for 1D6 turns(min. 2) as well as use this ability as a free action. The shadow warrior is still susceptible to light/holy damage.

Enhanced Dark Grab: Dark Grab now deals (4D12 + shadow warrior level) shadow damage, heals by that much, and can now kill the target enemy.

Enhanced Dark Strike: Enhanced Dark Strike now can be used 5 times per encounter and does an additional 1D20 damage.

Master Shadow Form: Gaining complete control over his dark energy the shadow warrior can now enter shadow form and his hit die becomes 5D12 while in it. When exiting shadow form the shadow warrior no longer becomes knocked out.

Pure Darkness: The Shadow warrior has become more shadow than anything else. It is now impossible for any creature to find a shadow warrior that is within shadows unless they have a magical way to sense living beings.

Human Shadow Warrior Starting Package

Weapons: Greatsword

Skill Selection: Pick a number of skills equal to 2 + Int modifier, x4 at first level.

SkillRanksAbilityArmor
Check
Penalty
Handle Animal2Charisma-
Intimidate4Charisma-
Knowledge(Planes)4Intelligence-
Move Silently4Dexterity-4
Sense Motive2Wisdom-

Feats: Improved Initiative, Run, Weapon Focus (Greatsword)

Gear: Scale Mail, Backpack

Gold: 50gp.

Playing a Shadow Warrior

Religion: Shadow warriors do not have a religious requirement since their abilities are innate and not drawn from a divine source. If the shadow warrior does choose to worship a deity the deity will almost always have darkness as one of their clerical domains, though exceptions have occurred. Also unlike others the shadow warrior cannot worship a sun or light based deity as they refuse to accept the shadow warrior as a follower (the shadow warrior could still worship the deity, but the deity will not acknowledge them or claim them at the time of their death.)

Other Classes: Prefers to keep distance from any holy figures or sun gods but will not shy away from a potential ally or challenging enemy.

Combat: Tank/DPS.

Shadow Warriors in the World

My powers were a gift rather than a curse.
—Aidan, Human Shadow Warrior

Daily Life: Shadow Warriors don't have any unusual practices that they must follow but some spend their free time practicing their skills in seclusion or praying at a portable shrine.

Notables: Aidan, the first Shadow Warrior.

Organizations: Shadow Warriors are rare things and thus do not meet each other very often.

NPC Reactions: NPCs are uneasy around Shadow Warriors but will do business regardless.

Shadow Warrior Lore

Characters with ranks in Knowledge (Planes) can research shadow warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Planes)
DCResult
5They possess control over the shadow plane.
10Shadow warriors are created most commonly through a childhood encounter with a shadow plane creature.
15Once contacted by a creature from the shadow plane, the shadow warrior usually falls ill and not all survive.
20Shadow warriors that fail to recover from their illness are absorbed by the shadows themselves and are forgotten to the rest of the world.

shadow warriors in the Game

Shadow warriors are Excellent melee combatants and could change the course of a battle with a single ability.

Adaptation: Shadow Knight.


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gollark: accidentally killed an AP egg I meant to reabandon.
gollark: Or just, you know, AR specifically its page?
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gollark: I saw loads. Are they really THAT rare?
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