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Shadow Adept

Some spellcasters who discover the existence of the Shadow Weave are cautious about using it, altering their magic slowly to take advantage of its effects. Others are more reckless, hurling themselves into the abyss of the Shadow Weave immediately to acquire all the gifts available to the casual student and discover secrets unavailable to all but the most dedicated. These latter spellcasters are the shadow adepts, who make great sacrifices with respect to some aspects of the Art in order to reap greater benefi ts elsewhere.

Most shadow adepts were previously sorcerers or wizards, and these are the ones who stand to gain the greatest power from adopting this path. Any spellcaster can tap the Shadow Weave, however, and a few bards, druids, and rangers have also been known to make this choice. Among clerics, only the followers of Shar are common in the ranks of the shadow adepts.

Requirements

To qualify to become an Shadow Adept, a character must fulfill all the following criteria.

Armor Proficiencies: None

Class: Any

Culture: Any

Deity: Any

Feats: Shadow Weave Magic

Skill Proficiencies: Arcana

Special Features: Able to cast 3rd-level Sorcerer or Wizard spells.

Weapon Proficiencies: None

Shadow Adept

hit dice: 1d4
hit points at 1st level: 4 + your Constitution modifier
hit points at higher levels: 1d4 (or 2) + your Constitution modifier per shadow adept level after 1st
armor proficiencies: None
weapon proficiencies: None
tools: None
saving throws: None
skills: None
starting equipment:

None




spellcasting:

When a new shadow adept level is gained, the character gains new spells per day (and spells known, if applicable) as i f he had also gained a level in whatever spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of shadow adept to the level of whatever other spellcasting class granted him access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.

class features:

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Shadow Defense

At 3rd level, a shadow adept gains resistance to the kinds of spells that are favored by the Shadow Weave. He gains a +1 profane bonus on saving throws against spells from the schools of enchantment, illusion, and necromancy, as well as spells with the darkness descriptor. This bonus increases to +2 at 6th level and to +3 at 9th level.

Shield of Shadows

A shadow adept of at least 4th level can surround himself with a globe of purpleblack force as a standard action. This shield of shadows functions like a shield spell, granting him a +4 shield bonus to AC and absorbing magic missiles cast at him. In addition, the shield of shadows provides concealment (20% miss chance) against melee and ranged attacks. The shadow adept can see and reach through the shield, so it does not provide cover or concealment to opponents.

The shadow adept may use a shield of shadows for up to 1 round per caster level per day. This duration need not be consecutive—the shadow adept may break it up into increments as small as 1 round if he so desires. Creating or dismissing the shield of shadows is a standard action.

When the shadow adept reaches 8th level, the shield also grants him spell resistance equal to 12 + his shadow adept level, as if he were under the effect of a spell resistance spell.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Double

Once per day, a 10th-level shadow adept can use a standard action to create a double of himself woven from shadowstuff. The double has the ability scores, base AC, hit points, saves, and attack bonuses of its creator, but no equipment. (Any apparent clothing or equipment is nonfunctional.) Since it can use anything its creator can, the double can attack the creator's enemies if given a weapon or item with which to do so. Alternatively, it can function as the target of a project image spell, duplicating the creator's actions and functioning as the origin of the creator's spells when it is within his direct line of sight. Mentally commanding the double is a free action. Using it as the originator of a spell counts as an action of the sort needed to cast the spell for both the creator and the double. Causing either the creator or the double to leave the plane they share dismisses the double.

The double lasts 1 round per caster level. The death of the double does not affect the shadow adept or vice versa. If its creator dies, the shadow double still lasts until its duration expires.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

subclass options:

by Sam Wood


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