Shadowling | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Shadowling


Hit Points

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

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Overview & Creation

The Shadowling is a rogue who prefers to stay in the dark, away from the light. He will strike out when you least expect him from the darkness behind you and by the time you turn around, he has melted away into the darkness. Rogues usually gain these abilities through the interference of an other worldly being from the plane of shadows.


Class Features

Expertise

  At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

  Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

  During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

  Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.  

Ability Score Increase

  When you reach 4th level, and again at 8th, 10th, 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.

Uncanny Dodge

  Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

  Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

  By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

  Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

  By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

  Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

  At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
Leather armor, two daggers, and thieves' tools


Subclass Options

Shadow Master

When you choose this subclass at 3rd level you can use your bonus action to teleport to an unoccupied space, that you can see, within 60 feet. Both your current location and the destination must be in dim light, darkness, or are at least lightly obscured. You then have advantage on the first melee attack you make before the end of the turn.You may also bond a weapon to yourself, through a 1 hour long ritual. As a bonus action, you can summon the weapon from the shadows or dismiss it into them. A weapon bonded to yourself in this manner also deals 1d6 psychic damage to a target on a hit and this damage increases by to 1d8 at 6th level, 1d10 at 9th level and finally 1d12 at 13th level

Dark Sense

At 9th level you gain dark vision out to 120 feet in both non-magical and magical darkness. If you already posses dark vision, your current dark vision range doubles and you gain the ability to also see in magical darkness in the range of your dark vision.

Dark Ghost


At 13th level you gain the ability to turn into a shadow for 1 minute, during this time you can use a bonus action to enter/leave your shadow form, You can only go into areas of darkness or dim light whilst using this figure, You gain a movement speed of 50 feet. You take no damage of any kind unless it is radiant damage, to which you are vulnerable. You cannot attack or cast spells while in shadow form. You can force your way through an opening as small 1 inch. You must finish a short or long rest before using this feature again.

Dark Phantom


At 17th level, you gain the ability to become invisible as a bonus action whilst in shadow form until you make an attack and it now lasts 2 minutes. You do not need to rest before using this ability again, however you must wait 1 minute if not in combat, before using this ability again. Your speed also increases to 60 feet and you can now climb up vertical surfaces and stay on ceilings/horizontal surfaces.


LevelProficiency BonusFeaturesSneak Attack
1st+2Expertise, Sneak Attack, Thieves' Cant1d6
2nd+2Cunning Action1d6
3rd+2Shadow Master2d6
4th+2Ability Score Improvement2d6
5th+3Uncanny Dodge3d6
6th+3Expertise3d6
7th+3Evasion4d6
8th+3Ability Score Improvement4d6
9th+4Dark Sense5d6
10th+4Ability Score Improvement5d6
11th+4Reliable Talent6d6
12th+4Ability Score Improvement6d6
13th+5Dark Ghost7d6
14th+5Blindsense7d6
15th+5Slippery Mind8d6
16th+5Ability Score Improvement8d6
17th+6Dark Phantom9d6
18th+6Elusive9d6
19th+6Ability Score Improvement10d6
20th+6Stroke of Luck10d6

Created by

Engineeric.

Statblock Type

Class Features

Link/Embed