Shadowhunter (5e Class)

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Shadowhunter

Shadowhunters were created by the Angel Raziel to protect the world from Demons. We are to preside over the shadow world for both demons and supernatural creatures among us. Over a thousand years ago Raziel gave us The Mortal Instruments, these instruments let us know all truth, speak with angels and make more of us. We were given our own country named Idris, this is a safe place from the rest of the world. The last thing Raziel gave us was the Gray book which has the magic of the angels that we use to protect and hone our skills. This is what it means to be a Shadowhunter.

Making a Shadowhunter

The required race is Nephilim (Dark Vision is not too used for this class, the aura is not present with this class) Welcome New Shadow Hunter, you have become a Nephilim you are now a full Shadow Hunter. Remember Shadow Hunter is a way of life.

Creating a Shadowhunter

Shadowhunters are a special breed of warriors. Carrying around a very powerful blade made by the angels. Seraph Blades are only useable by Shadowhunters and Angels. Runes are what give the Shadowhunter their powers. Without the runes, the Shadowhunters are still pretty dangerous because of all their training.

Quick Build

You can make a ShadowHunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a Shadowhunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Shadowhunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Shadowhunter level after 1st

Proficiencies

Armor: All armor
Weapons: All Simple Weapons, Martial Weapons, Hand Crossbow, Heavy Crossbow, Battleaxe, Glaive, Greataxe, Greatsword, Halberd, Longsword, Morningstar, Pike, Shortsword,
Tools: Herbalism Kit, Thieves' Tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Intimidation, Medicine, Persuasion, Stealth

Equipment

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

  • (a) Studded Leather or (b) Chain Mail
  • Shield
  • (a) Longsword(Seraph Blade) or (b) Shortsword(Seraph Blade) or (c) Dagger(Seraph Blade)
  • (a) Burglar's Pack or (b) Dungeoneer's Pack
  • Hand Crowssbow 20 bolts

Table: The Shadowhunter

LevelProficiency
Bonus
FeaturesRunes
1st+2Seraph Blade, Angelic PowerBasic Rune
2nd+2Novice Runes, Fighting Style2
3rd+2Sword Mastery, Witchlight3
4th+2Ability Score Improvement, Blending and Concealment4
5th+3Extra Attack5
6th+3Advanced Runes6
7th+3Tracking7
8th+3Ability Score Improvement, Fearless8
9th+4Seraph Blade Mastery9
10th+4Shadowhunter Order, Expert Runes10
11th+4Agility and Grace12
12th+4Ability Score Improvement, Advanced Fighting Style12
13th+5Enhanced Sight14
14th+5Angelic Endurance and Health14
15th+5Master Runes16
16th+5Ability Score Improvement16
17th+6Angelic Strength18
18th+6Observation and Deduction18
19th+6Ability Score Improvement20
20th+6Ancient Angelic Power, Rune Creation20

Seraph Blade

At First level, you have access to use a Seraph Blade. It’s a Shadowhunters best friend. (Must be Dagger, Shortsword, Longsword). you can draw one rune on your sword to give it the stats of one Seraph Blade. Seraph Blade adds 1D8 radiant damage to the damage roll. At 8th level its 2D8, at 14th level 3D8, at 20th level 4D8. Only Shadowhunters can use the Seraph Blade, anyone other than them who tries to pick up their hand starts burning till the blade is dropped.

Angelic Power

Angelic Power is the basic rune all Shadowhunters get during their childhood. During a long rest, you can draw the rune on 30 arrows or bolts to give them 1D8 radiant damage to the damage roll. At 6th level its 2D8, at 12th level 3D8, at 18th level 4D8. Additionally, at 9th level, your arrows with this rune gain a +2 bonus to attack and damage rolls. Arrows with this rune on them only work for Shadowhunters or angels

Novice Runes

At 2nd level, you understand how to use some of the most basic runes a Shadowhunter has access to. You are allowed to have 2 runes active at the same time. Access to the novice runes list below.

Fighting Style

At level 2 you adopt a style of fighting that you have been training with since 6 years old.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to ac.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls with that weapon

Sword Mastery

At 3rd level, due to your extensive sword training, you learned how to use swords more easily. Gain Finesse with all Swords.

Witchlight

At 3rd level, due to your rune knowledge, you can pick up a stone and carve a rune into it that makes the stone give off a bright light in a 30-foot radius and dim light for an additional 25 feet. Will stay lit for one hour. 1/per long rest

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.

Blending and Concealment

By 4th level, you have mastered the ability to blend with your surroundings. Gain Advantage on Stealth checks.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Advanced Runes

At 6th level, you have a much better understanding of some of the more advanced runes. You are allowed to have 4 runes active at the same time. You have access to the advanced runes list below.

Agility in combat

From 7th level, you can dodge certain area effects, such as the electric blast of a blue dragon or a fireball spell. When you are hit with an effect that requires a Dexterity Save for half the damage, you do not take any damage if it does, and only half the damage if it fails.

Fearless

At 8th level, through your travels and training fear has become an ally of yours. Gain advantage of Intimidate checks.

Seraph Blade Mastery

Beginning at 9th level, your Seraph blade gains a +2 bonus to attack and damage rolls and is considered a magic weapon for the purposes of overcoming resistances.

Expert Runes

At 10th level, you have a much better understanding of some of the more harder runes. You are allowed to have 6 runes active at the same time. You have access to the expert runes list below.

Shadowhunter Order

Beginning at 10th level, rare as it is, some Shadowhunters are given the honor to join one of two orders, depending on gender. You may choose to join one of these orders but it is not required too.

Silent Brother

Must be a male Shadowhunter. You gain the Detect Thoughts spell (Duration is 5 mins instead of 1 min.DC 16 Wisdom saving throw vs enemies. Can also telepathically speak with others.

Iron Sister

Must be a female Shaodowhunter. Gain a +1 bonus to all melee weapon attack rolls.

Agility and Grace

Beginning at level 11 you gain advantage on Acrobatics and Athletics checks.

Advanced Fighting Style

At 12th level adopt another fighting style.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you may reroll the die and must use the new roll regardless if it is a 1 or 2. The weapon must have the two-handed property or versatile property for you to gain this benefit.

Two Weapon Fighting

When you engage in two weapon fighting, you add your ability modifier to the damage of the second attack.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Must be wielding a shield.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Enhanced Sight

At 13th level gain proficiency in perception and investigation. If proficient already double it.

Angelic Endurance and Health

At 14th level due to your excessive training you have gained an understanding of your angelic endurance and health, receive no fall damage when falling 100ft or lower. Take half damage when falling 110ft or more. Immune to all diseases.

Master Runes

At 15th level, you have mastered the runes. May now activate 2 runes per bonus action. You are allowed to have 8 runes active at the same time. You have access to the master runes list below.

Angelic Strength

At 17th level, you have a greater understanding of your angelic strength gain proficiency in strength saving throws.

Observation and Deduction

Over time while investigation and hunting down demon threats and rogue Downworlders you have gained a keen eye. At 18th level gain advantage on Investigation checks to see through illusions.

Ancient Angelic Power

At 20th level you no longer require stele to activate runes.

Rune Creation

At 20th level you gain the ability to create runes. When creating a new rune, must succeed on a Wisdom saving throw DC 16 and if you do the the creation succeeds. If fail, then the rune creation fails. Can only create up to 2 runes during this process and must finish a long rest in order to use the feature again.

Shadowhunter Runes List

You know all the runes listed below choose which ones you will be using. Runes activated on your bonus action unless otherwise stated. Runes can be removed by the Council when a Shadowhunter is de-runed, can be cut off or burned off as well.

- Activate - Means must be activated to use, lasts one hour.

- Toggle - Must be activated to turn on or off the rune.

- Passive - Once on the Shadowhunter it is active at all times unless otherwise stated (Such as Fortitude rune passive only activates once per short rest). Passive doesn't count towards active runes.


Novice Runes

Agility - Activate 3/per short rest- When activated doubles speed for 1 round.

Accuracy - Activate 3/per short rest - Your next Ranged attack gains advantage.

Equilibrium - Activate 2/per short rest - As a reaction gives advantage to avoid going prone.

Guidance - Activate 3/per short rest - Add 1d4 to ability check.

Heat - Activate 2/per short rest - Warm yourself or object.

Knowledge - Passive - Gain advantage on skill checks pertaining to knowledge of fiends or undead.

Lock - Activate 3/per short rest - Allows to lock closed doors, windows, gates, chests, or other entryways.

Nourishment - Activate 2/per short rest - Gives the Shadowhunter a nourishment equivalent to one meal.

Precision - Activate 3/per short rest - Your next melee attack gains advantage.

Stamina - Activate - Grants dash action as bonus action.

Unlock - Activate 3/per long rest - Can unlock any mundane locks.

Vision - Toggle - Grants Dark vision 60 feet and True Sight 30 feet.


Advanced Runes

Acceleration - Activate 2/per short rest - Ranged weapons gain an extra D6 of damage for 1 minute.

Action - Activate 1/per short rest - Grants one full action.

Anti-venom - Activate 3/ per long rest - Removes the poisoned condition from a person.

Awareness - Activate 1/per short rest - Gives the Shadowhunter alert feat for 2 hours.

Breathing Under Duress - Activate 3/per long rest- Allows Shadowhunter to breathe underwater for 10 minutes.

Clarity - Passive - Gain Advantage on Wisdom saving throws

Communication - Passive - Able to read and write all languages.

Deflect/Block - Activate 3/per short rest - As a reaction impose disadvantage on attacks made against you. Until the beginning of your next turn.

Endurance - Passive - Gain advantage saving throws made to resist exhaustion, running out of breath, starvation and thirst, heat and cold.

Fortune - Activate 1/per short rest (4Charges) - Per charge may add 1d4 to an attack, skill or saving throw, may use multiple charges on one roll.

Manifest - Toggle - Allows the Shadowhunter to disguise one's self as another humanoid of the same size.

Persuade - Passive - Gain Advantage on persuasion skill checks.

Recall - Activate - Able to recall weapon back to your hand.

Sharing - Activate - Share memories to any one creature.

Soundless - Toggle - Shadowhunter and equipment make no sound. (Can still be seen or smelled)

Sunlight - Activate 3/per short rest - A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Con saving throw. On failed save, a creature takes 4d8 radiant damage and is Blinded until your next turn. On a successful save, it takes half damage and isn't Blinded. Undead and fiends have disadvantage.

True North - Passive - Know where true north is at all times. Can never get lost.


Expert Runes

Craft - Activate only Iron Sisters may use this rune - Used to make normal swords to have the Seraph Blade quality.

Elemental Resistance - Activate 2/per short rest - Gain resistance of an element of your choice for 1 minute.

Fortitude - Passive 1/per short rest - If your hit points were to hit 0 from an attack. It stops at 1 hit point instead.

Insight/Foresight - Activate 3/per short rest Silent Brother Only - Gives advantage on Insight checks and ability to read one's thoughts.

Mental Excellence - Passive - Gain Immunity to Charm effects.

Mnemosyne - Activate 2/per short rest - Take memories from a fallen enemy pertaining to a subject of your choice. Once per fallen enemy.

Protected - Activate 2/per short rest - Touch a creature if you are within 5 feet of target creature gain protection fighting style without a shield. The effect lasts for 1 minute or until deactivated by the Shadowhunter.

Quietude - Passive - Gain immunity to Fear effects.

Speak In Tongues - Passive - Able to speak all languages.

Stealth - Passive - Gain expertise in stealth.

Somno - Activate 3/per short rest - Can put things to sleep.

Sure Footed - Passive - No movement penalty for difficult terrain.

Swift - Activate 2/per short rest - Grants Haste ability for 1 minute.

Talent - Passive - Gain proficiency in a skill of your choice.

Unseen - Toggle - Conceals Shadowhunters Presence from Mundanes and Fiends. On attack rune deactivates.


Master Runes

Agony - Activate 2/per short rest - Grants the Shadowhunter resistance to piercing, slashing, bludgeoning damage for 1 minute.

Courage - Passive - Gain Advantage on all attack rolls vs fiend and undead.

Heightened Speed - Activate 1/per short rest - When activated triples one speed for 1 round. (Can't be used while agility is active)

Good Luck - Passive - On attack rolls, if you roll a 1, you may re-roll that die but most keep the new result.

Opportunity - Passive - May preform opportunity attacks equal to dexterity modifier per round.

Portal - Activate 1/per long rest - Can create portal to anywhere have been before.

Success - Activate 2/per short rest - May reroll failed saving throws against fiends. Must take new result.

Strength - Passive - +1 bonus to attack and ac against fiends. Crit on 19-20 vs fiends.

Sure Striking - Passive - Unarmed strikes become 1d6 plus strength modifier.

Transmission - Activate 1/per short rest - Transfer 1 condition to a creature you touch. Must be able to move.

Trust - Activate 1/per short rest - Touch a creature, the creature must make a Wisdom saving throw DC 18, On a failed save creature believes you are a trusted ally for 1 minute.

Winged - Activate 1/per short rest - Gain Angelic Wings flight speed 60 feet for 1 minute.

Multiclassing


Prerequisites. To qualify for multiclassing into the Shadowhunter class, you must meet these prerequisites: Nephilim race, Dexterity 13 Constitution 13

Proficiencies. When you multiclass into the Shadowhunter class, you gain the following proficiencies: Light armor, medium armor, martial weapons



Back to Main Page 5e Homebrew Classes

gollark: If it was iterated prisoners' dilemma we would actually end up with interesting results.
gollark: It's basically the prisoners' dilemma, which I think results in the only rational option being to defect/blame the other in a single-run thing.
gollark: It's currently random, I think.
gollark: I mean, I know it's *not*, so I just picked the blame someone else option.
gollark: It would be more fun if it was against an actual player.
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