ThePurple
2011-08-03, 04:05 PM
Designed as a defender that summons a horde of supernatural servants, the Shadow Knight is a tactically complex class balanced around being limited by the economy of actions as well as using a screening force of minions to make up for lower-than-traditional defender survivability (as evidenced by the lower hp).
My players have been playtesting this class for almost a year (yes, I designed this before HoS came out), so I am curious to see what other players and GMs think of it.
Class Traits
Role: Defender. You summon forth hordes of shadowy minions to protect your allies defeat your enemies. Your enemies know that if they ignore you for even the shortest period of time, you will exploit their weakness. You lean toward either controller or leader as a secondary role.
Power Source: Shadow. Your shadow minions are drawn from the Shadowfell, and you have learned to draw upon the fell energies from that same place to empower your more traditional attacks as well.
Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, leather, hide, chain mail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implements: Ki Foci
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 13 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: Arcana or Religion (your choice). From the class skills list below, choose three trained skills at first level.
Class Skills: Arcana(Int), Athletics(Str), Endurance(Con), Intimidate(Cha), Religion(Int), Stealth(Dex)
Class Features: Shadow Minions, Mark of Shadows, Shadow's Blessing, Shadow Path
Shadow Minions: You gain the Summon Shadow Minion power. Some of your powers have the "Minion" keyword. Powers with the minion keyword can be made as if you occupied one square that is currently occupied by one of your shadow minions. Some Shadow Knight powers allow you to summon additional additional shadow minions. These shadow minions follow all of the same rules as shadow minions summoned by the Summon Shadow Minion power.
Mark of Shadows: Whenever you successfully hit a target with an attack, you may mark a target adjacent to one of your shadow minions until the end of your next turn.
Shadow's Blessing: Choose one of these options.
Mantle of Fury: Whenever you are in dim light or darkness, you gain a +1 class bonus to Fortitude and to attack rolls.
Mantle of Cunning: Whenever you are in dim light or darkness, you gain a +1 class bonus to Reflex and do not suffer from Armor Check Penalties to skill checks.
Mantle of Resilience: Whenever you are in dim light or darkness, you gain a +1 class bonus to Will and you gain an additional 2 hit points whenever you spend a healing surge. At 11th level, you gain an additional 3 hits points instead. At 21st level, you gain an additional 4 hit points instead.
Shadow Path: Choose one of the following options.
Path of Inhibition: You are an expert at commanding your shadow minions to harry and inhibit your enemies. You gain the Pin Shadow power.
Path of Enervation: You have learned how to tap the natural entropy of the Shadowfell to break down your opponents defenses. You gain the Sunder Shadow power.
This choice can also provide bonuses to certain Shadow Knight powers. Look at the individual power entry to determine what effects (if any) this choice has upon the power.
Summon Shadow Minion (Shadow Knight Feature):
At-Will * Conjuration, Shadow
Minor Action Close burst 5
Effect: You conjure a shadow minion in an unoccupied square within the burst. The minion lasts until you fall unconscious, you dismiss it as a free action, or you start your turn more than 5 squares from it. A minion occupies 1 square. You may have up to 5 minions at a time. If you attempt to summon a minion when you already have 5 or more under your control, you must dismiss one of your existing minions first. Enemies cannot move through a shadow minion's square but your allies can. When you use a move action to move or shift, you may also allow a single shadow minion under your control to move a number of squares equal to your movement speed. You may instead use a move action to allow all of your minions to move a number of squares equal to your movement speed. Your minion can be targeted by attacks. It has 1 hit point, but does not take damage from attacks that miss. You may only use this power once per turn.
Pin Shadow (Shadow Knight Feature):
At-Will * Implement, Shadow, Minion, Necrotic
Immediate Interrupt Melee 1
Trigger: An enemy marked by you that is adjacent to either you or one of your shadow minions moves or makes an attack that doesn't include you as a target.
Target: The triggering enemy
Attack: Strength v. Reflex
Hit: 1d6 + Intelligence necrotic damage and the target is immobilized until the end of your next turn.
Level 21: 2d6 + Intelligence modifier necrotic damage.
Sunder Shadow (Shadow Knight Feature):
At-Will * Implement, Shadow, Minion, Necrotic
Immediate Interrupt Melee 1
Trigger: An enemy marked by you that is adjacent to either you or one of your shadow minions moves or makes an attack that doesn't include you as a target.
Target: The triggering enemy
Attack: Strength v. Fort
Hit: 1d6 + Charisma necrotic damage and the target has vulnerable 2 to all damage until the end of its next turn. Level 11: Vulnerable 4. Level 21: Vulnerable 6.
Level 21: 2d6 + Charisma modifier necrotic damage.
Level 1 At-Will Attack Hexes:
Shadow Mimicry (Shadow Knight Attack 1)
At-will * Implement, Shadow
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d8 damage and you may make the following secondary attack against an enemy adjacent to one or more of your shadow minions.
Attack: Strength vs. AC
Hit: Strength modifier damage.
Level 21: 2d8 damage.
Eclipse Strike (Shadow Knight Attack 1)
At-will * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Effect: You gain a +1 bonus to the attack roll for each of your shadow minions within 5 squares of you.
Attack: Strength vs. AC
Hit: 1[W] damage.
Level 21: 2[W] damage.
Special: You can use this power in place of a melee basic attack.
Fatigue Strike (Shadow Knight Attack 1)
At-will * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target reduces the damage of its next successful attack before the start of your next turn equal by your Charisma modifier.
Level 21: 2[W] + Strength modifier damage.
Command Minion (Shadow Knight Attack 1)
At-will * Implement, Minion, Necrotic, Shadow
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier necrotic damage.
Level 21: 2d8 + Strength modifier necrotic damage.
Mire Strike (Shadow Knight Attack 1)
At-will * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is slowed until the end of your next turn.
Level 21: 2[W] + Strength modifier damage
Path of Inhibitition: The target cannot shift until the end of your next turn.
Level 1 Encounter Attack Hexes:
Exposing Umbra (Shadow Knight Encounter 1)
Encounter * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier and all enemies adjacent to one or more of your shadow minions have vulnerable 2 to all damage until the end of your next turn.
Path of Enervation: Enemies instead have vulnerable 2 + the number of your shadow minions adjacent to it.
Dark Strike (Shadow Knight Encounter 1)
Encounter * Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier necrotic damage
Sudden Shadow (Shadow Knight Encounter 1)
Encounter * Minion, Necrotic, Shadow, Weapon
Standard Action Melee 1
Effect: You conjure a shadow minion in an unoccupied square within 5 squares. If the target is adjacent to the shadow minion you just summoned, you have combat advantage for the attack.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier necrotic damage
Path of Inhibition: The target is also immobilized until the end of your next turn.
Consume Minion (Shadow Knight Encounter 1)
Encounter * Healing, Shadow, Weapon
Standard Action Melee weapon
Requirement: You must have a shadow minion within 5 squares of you.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and you may spend a healing surge.
Effect: One shadow minion within 5 squares of you is dismissed.
Path of Enervation: An ally adjacent to your or the dismissed shadow minion may spend a healing surge instead of you.
Whirling Shadows (Shadow Knight Encounter 1)
Encounter * Implement, Necrotic, Shadow
Standard Action Close burst 1
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier necrotic damage
Path of Inhibition: This power gains the Minion keyword.
Level 1 Daily Attack Hexes:
Seeds of Darkness (Shadow Knight Daily 1)
Daily * Necrotic, Shadow, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier and the target is blinded(save ends)
Miss: Half damage and the target is blinded until the end of its next turn.
Effect: You enter the Seeds of Shadow stance. While you are in this stance, whenever one of your shadow minions is destroyed by a melee attack, the target that destroyed it is blinded until the start of its next turn.
Shadow Bomb (Shadow Knight Daily 1)
Daily * Implement, Necrotic, Shadow
Standard Action Close burst 5
Target: One of your shadow minions within range
Effect: The target makes the following attack.
Close burst 2
Target: All creatures in the burst.
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier necrotic damage, the target is marked until the end of your next turn, and you may conjure a shadow minion in an unoccupied square adjacent to the target.
Path of Inhibition: This power only targets enemies
Effect: The minion is dismissed.
Spectral Minion (Shadow Knight Daily 1)
Daily * Conjuration, Implement, Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion* in a square within range
Effect: The triggering shadow minion becomes a spectral shadow minion until the end of the encounter. It behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your spectral shadow minion is destroyed or dismissed, you may designate any single shadow minion of yours to become your spectral shadow minion as a free action. Whenever you move the spectral minion, you may instead teleport it an equal number of squares. If you do so, it becomes invisible and insubstantial until the end of your next turn. Once per encounter, you may use the following attack through your spectral minion:
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3d8 + Strength modifier necrotic damage
Miss: Half damage
Effect: Half damage and the target is marked until the end of your next turn.
Shadowblade (Shadow Knight Daily 1)
Daily * Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier necrotic damage
Miss: Half damage
Special: The damage from this attack ignores necrotic resistance the target has.
Level 2 Utility Hexes
Ward Minion (Shadow Knight Utility 2)
Daily * Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a shadow ward minion until the end of the encounter. It behaves exactly like a normal shadow minion. In addition, you and any ally adjacent to your shadow ward minion gains a +2 power to all defenses. If your shadow ward minion is destroyed or dismissed, you may designate any single shadow minion of yours to become your shadow ward minion until the end of the encounter as a free action.
Siphon Vitality (Shadow Knight Utility 2)
Encounter * Shadow
Free Action
Trigger: You hit with your Shadow Path granted power
Effect: You gain temporary hit points equal to 5 + your Charisma modifier
Sheath of Shadows (Shadow Knight Utility 2)
Daily * Necrotic, Shadow
Minor Action Melee touch
Requirement: You must be able to use Summon Shadow Minion
Target: One weapon
Effect: Until the end of the encounter, whenever you hit a creature with the target, that creature is marked by you until the end of your next turn and it takes an additional 1d6 necrotic damage. You cannot use Summon Shadow Minion as long as this effect is active. You may end this effect with a free action.
Shadowvision (Shadow Knight Utility 2)
At-Will * Shadow
Minor Action
Effect: You gain darkvision until the start of your next turn.
Level 3 Encounter Attack Hexes
Disturbing Glances (Shadow Knight Encounter 3)
Encounter * Fear, Implement, Minion, Psychic, Shadow
Standard Action Melee 1
Target: One creature adjacent to one or more of your shadow minions
Attack: Strength vs. Will
Special: You gain a +1 bonus to the attack roll for every shadow minion adjacent to the target after the first
Hit: 1d6 + Strength modifier psychic damage and all enemies adjacent to one or more of your shadow minions are marked until they are no longer adjacent to one or more of your shadow minions or until the end of your next turn
Miss: The target is marked until the end of your next turn or until it is no longer adjacent to one or more of your shadow minions
Vindictive Blow (Shadow Knight Encounter 3)
Encounter * Minion, Shadow, Weapon
Minor Action Melee 1
Target: One creature you hit with your Shadow Path power since the end of your previous turn
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Path of Inhibition: This attack deals additional damage equal to your Intelligence modifier
Sickening Grasp (Shadow Knight Encounter 3)
Encounter * Implement, Necrotic, Shadow
Standard Action Melee touch
Target: One creature
Attack: Strength vs. Reflex
Hit: 2d8 + Strength necrotic damage and the target takes a -2 penalty to all defenses until the end of your next turn.
Path of Enervation: The target also takes a penalty to all damage rolls equal to your Charisma modifier until the end of your next turn.
Shadow's Summons (Shadow Knight Encounter 3)
Encounter * Shadow, Teleportation, Weapon
Standard Action Melee weapon
Special: Before you make the attack, you may teleport an enemy adjacent to one or more of your shadow minions into an empty square adjacent to you. You may then teleport one shadow minion that was adjacent to that enemy into a square adjacent to that enemy.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage
Level 5 Daily Attack Hexes
Envenomed Shadows (Shadow Knight Daily 5)
Daily * Necrotic, Poison, Shadow, Stance, Weapon
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength necrotic and poison damage and the target takes ongoing poison damage equal to your Intelligence modifier (save ends)
Miss: Half damage
Effect: You enter the envenomed shadows stance. While in this stance, any enemy that ends its turn adjacent to one or more of you shadow minions takes poison damage equal to your Intelligence modifier
Legion Strike (Shadow Knight Daily 5)
Daily * Implement, Necrotic, Shadow
Standard Action Close burst 5
Target: All of your shadow minions in the burst
Effect: The target makes the following attack as a free action
Melee 1
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength modifier necrotic damage
Miss: Half damage
Wraith Minion (Shadow Knight Daily 5)
Daily * Conjuration, Implement, Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a wraith shadow minion until the end of the encounter. It behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your wraith shadow minion is destroyed or dismissed, you may designate any single shadow minion of yours to be a wraith shadow minion until the end of the encounter as a free action. Whenever you hit a target adjacent to your wraith shadow minion with your Shadow Path power, that target is also weakened until the end of its next turn. Once per encounter, you may use the following attack through your wraith shadow minion:
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier necrotic damage and the target is weakened and marked by you (save ends both)
Miss: Half damage and the target is marked until the end of your next turn
Path of Enervation: The target takes a -2 penalty to the savings throws against this effect
Lance of Night (Shadow Knight Daily 5)
Daily * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage
Miss: Half damage
Effect: Make the following secondary attack
Melee weapon + 1
Target: One creature other than the primary target
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Miss: Half damage
Level 6 Utility Hexes
Siphon Strength (Shadow Knight Utility 6)
Encounter * Shadow
Free Action
Trigger: You hit with your Shadow Path granted power
Effect: Until the end of your next turn, you gain a power bonus to damage rolls equal to 2 + your Intelligence modifier
Armor of Shadows (Shadow Knight Utility 6)
Daily * Shadow
Minor Action
Requirement: You must be able to use Summon Shadow Minion
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses and you cannot use Summon Shadow Minion. Once per turn, as a free action, you may mark any creature that starts it turn adjacent to you until the start of its next turn. You may end this effect as a free action.
Investiture of Shadow's Blessing (Shadow Knight Utility 6)
Daily * Shadow
Minor Action Melee touch
Target: One ally
Effect: Until the end of the encounter, the target gains the benefit of your Shadow's Blessing class feature.
Mask of Darkness (Shadow Knight Utility 6)
Daily * Shadow
Minor Action
Effect: Until the end of the encounter, you gain a +5 bonus to the Intimidate and Stealth skill checks and you do not incure failures in skills checks by failing by less than 5.
Level 7 Encounter Hexes
Dark Reaping (Shadow Knight Encounter 7)
Encounter * Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and make the following secondary attack
Target: One creature adjacent to one or more of your shadow minions
Attack: Strength vs. Will
Hit: Strength modifier + Intelligence modifier necrotic damage
Effect: Repeat this attack once for each of your shadow minions. You may not target the same target twice.
Minions Resurgent (Shadow Knight Encounter 7)
Encounter * Implement, Necrotic, Shadow
Standard Action Close burst 5
Target: One creature in burst that destroyed one or more of your shadow minions since the end of your previous turn
Attack: Strength vs. Will
Hit: 2d8 + Strength modifier necrotic damage and you may summon a shadow minion in an empty square adjacent to the target
Miss: You may summon a shadow minion in an empty square adjacent to the target
Special: You gain a +1 bonus to the attack roll and +2 bonus to the damage roll for every shadow minion after the first that the target destroyed since the beginning of your previous turn
Drain Life (Shadow Knight Encounter 7)
Encounter * Healing, Implement, Nectrotic, Shadow
Standard Action Melee touch
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2d8 + Strength modifier necrotic damage and you may spend a healing surge
Path of Enervation: You may instead allow an ally within 5 squares to spend a healing surge instead of spending a healing surge yourself
Shadowmire (Shadow Knight Encounter 7)
Encounter * Necrotic, Shadow, Weapon, Zone
Standard Action Close burst 1
Target: All enemies in burst
Attack: Strength vs. Reflex
Hit: 1[W] + Strength necrotic damage and the target is marked and slowed until the end of your next turn
Effect: The affected squares become a zone that lasts until the end of your next turn. Any enemy that starts its turn within or enters the zone takes necrotic damage equal to your Strength modifier and is slowed until the end of its next turn.
Path of Inhibition: This power gains the Minion keyword
Level 9 Daily Hexes
Pathborn Shadow Minion (Shadow Knight Daily 9)
Daily * Conjuration, Implement, Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a pathborn shadow minion until the end of the encounter. It behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your pathborn shadow minion is destroyed or dismissed, you may designate any single shadow minion of yours to be a pathborn shadow minion until the end of the encounter as a free action. The pathborn shadow minion has an additional benefit based upon your Shadow Path class feature. Once per encounter, you may use the following attack through your pathborn shadow minion:
Standard Action Melee 1 or Ranged 5
Target: One creature
Attack: Strength vs. Will
Hit: 2d8 + Strength modifier necrotic damage and the target is teleported into an empty square of your choice adjacent to the elder shadow minion
Miss: Half damage
Effect: The target is marked until the end of your next turn
Path of Inhibition: Enemies cannot shift out of squares adjacent to your pathborn shadow minion and any enemy that starts its turn adjacent to your pathborn shadow minion takes necrotic damage equal to your Intelligence modifier.
Path of Enervation: Enemies adjacent to your elder shadow minion take a -2 penalty to all defenses and have any resistance they may possess reduced by 5. Any enemy that starts its turn adjacent to your pathborn shadow minion takes necrotic damage equal to your Charisma modifier.
Seeds of Stolen Life (Shadow Knight Daily 9)
Daily * Healing, Necrotic, Shadow, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier necrotic damage and you gain temporary hit points equal to half of the damage dealt
Miss: Half damage
Effect: You enter the stance of stolen life. While in this stance, whenever one of your shadow minions is destroyed, you and your allies within 5 squares of the destroyed shadow minion gain temporary hit points equal to your Charisma modifier.
Wracking Shadows (Shadow Knight Daily 9)
Daily * Implement, Minion, Necrotic, Shadow, Stance
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2d8 + Strength necrotic damage and the target is weakened and slowed (save ends both)
Miss: Half damage
Effect: You enter the stance of wracking shadows. While in this stance, any enemy that starts its turn adjacent to one or more of your shadow minions must choose to either be weakened or dazed until the end of its turn.
Ghost Strike (Shadow Knight Daily 9)
Daily * Shadow, Teleportation, Weapon
Standard Action Melee weapon
Effect: Before or after the attack, you may switch places with one of your shadow minions
Attack: Strength vs. Reflex
Hit: 3[W] + Strength damage
Miss: Half damage
Effect: You are insubstantial and phasing until the end of your next turn.
Level 10 Utility Hexes
Shadowfall Step (Shadow Knight Utility 10)
Encounter * Conjuration, Shadow, Teleportation
Move Action
Effect: You teleport up to 5 squares. You may summon a shadow minion in the square you just vacated.
Tamed Darkness (Shadow Knight Utility 10)
Daily * Shadow, Zone
Minor Action Close burst 1
Effect: The burst creates a zone of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscurred, and creatures entirely within it are blinded until they exit. You and your allies are immune to these effects.
Sustain minor: The zone persists.
Darksight (Shadow Knight Utility 10)
Daily * Shadow
Minor Action
Effect: Until the end of the encounter, you can see all creatures in darkness as if they were in bright light.
Corpsecall (Shadow Knight Utility 10)
At-will * Conjuration, Shadow
Free Action
Trigger: You reduce a non-minion enemy to 0 hit points or fewer
Effect: You may summon a shadow minion in the triggering enemy's square
Level 13 Encounter Hexes
Detonate Minion (Shadow Knight Encounter 13)
Encounter * Implement, Necrotic, Shadow
Standard Action Close burst 5
Target: One of your shadow minions within burst
Effect: The target makes the following attack.
Close burst 1
Target: All creatures in the burst.
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier + Intelligence modifier necrotic damage and the target is marked until the end of your next turn.
Path of Inhibition: This power only targets enemies
Effect: The minion is destroyed.
Shadowflash Strike (Shadow Knight Encounter 13)
Encounter * Shadow, Teleportation, Weapon
Standard Action Melee weapon
Effect: Before making the attack, you may switch places with one of your shadow minions within 5 squares
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is marked until the end of your next turn.
Effect: You may switch places with one of your shadow minions within 5 squares of you and repeat this attack once.
Umbral Surge (Shadow Knight Encounter 13)
Encounter * Shadow, Weapon
Standard Action Close burst 1
Target: All enemies in the burst
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage and you may slide the target a number of squares equal to your Intelligence modifier
Path of Inhibition: This power gains the minion keyword.
Decay (Shadow Knight Encounter 13)
Encounter * Implement, Necrotic, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Strength vs. Will
Hit: 3d6 + Strength modifier necrotic damage and the target has vulnerability all equal to your Charisma modifier until the end of your next turn.
Path of Enervation: The target also takes a penalty to all damage rolls equal to your Charisma modifier until the end of your next turn.
Level 15 Daily Hexes
Horrific Wasting (Shadow Knight Daily 15)
Daily * Fear, Implement, Necrotic, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Strength vs. Fortitude
Hit: 4d6 + Strength necrotic damage and the target takes an ongoing 10 necrotic damage (save ends). Whenever the target takes the ongoing damage, all enemies that can see the target take a -2 penalty to attack rolls until the start of their next turn.
Path of Enervation: The ongoing damage equals 7 + Charisma modifier necrotic damage.
Corpse Puppetry (Shadow Knight Daily 15)
Daily * Shadow
Free Action
Trigger: A non-minion enemy adjacent to one or more of your shadow minions is reduced to 0 or fewer hit points
Effect: The triggering enemy regains hit points equal to its bloodied value, is dominated until the end of the encounter, and gains vulnerability 10 radiant. If the domination ends, the target is immediately reduced to 0 hit points.
Frigid Shadows (Shadow Knight Daily 15)
Daily * Cold, Implement, Minion, Necrotic, Shadow, Stance
Standard Action Close burst 1
Target: All creatures in the burst
Attack: Strength vs. Fortitude
Hit: 2d8 + Strength modifier cold and necrotic damage and the target is immobilized (save ends)
Miss: Half damage and the target is slowed (save ends)
Effect: You enter the stance of frigid shadows. While in this stance, any enemy that starts its turn adjacent to one or more of your shadow minions is immobilized until the start of its next turn and takes cold damage equal to your Intelligence modifier.
Shadowdance Flurry (Shadow Knight Daily 15)
Daily * Conjuration, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier necrotic damage and you may summon a shadow minion in an empty square adjacent to the target.
Effect: You may repeat this attack up to 2 more times against the same or a different target in range.
Level 16 Utility Hexes
Shadowform (Shadow Knight Utility 16)
Encounter * Shadow
Move Action
Effect: You are insubstantial and gain phasing until the end of your next turn. You may shift a number of square equal to your speed + 2.
Sacrificial Transposition (Shadow Knight Utility 16)
Encounter * Shadow, Teleportation
Immediate Interrupt
Trigger: You are attacked
Effect: You switch places with one of your shadow minions. The shadow minion becomes the new target of the attack.
Shadows Abound (Shadow Knight Utility 16)
Encounter * Conjuration, Shadow
Free Action
Trigger: You summon a shadow minion.
Effect: You may summon an additional shadow minion in an empty square within range.
Siphon Life (Shadow Knight Utility 16)
Encounter * Healing, Shadow
Free Action Close burst 5
Trigger: You hit with your Shadow Path granted power
Target: You or one ally within the burst
Effect: The target may spend a healing surge
Path of Enervation: The target gains additional hit points equal to your Charisma modifier
Level 17 Encounter Hexes
Sweet Revenge (Shadow Knight Encounter 17)
Encounter * Conjuration, Implement, Necrotic, Shadow
Immediate Reaction Close burst 5
Trigger: An enemy within the burst bloodies you
Target: The triggering enemy
Effect: You summon a shadow minion in an empty square adjacent to the target
Attack: Strength vs. Will
Hit: 3d6 + Strength modifier necrotic damage
Consume Vitality (Shadow Knight Encounter 17)
Encounter * Healing, Implement, Minion, Necrotic, Shadow
Standard Action Close burst 2
Target: All creatures in burst
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength necrotic damage and you may spend a healing surge and regain 2 additional hit points for each target hit.
Path of Enervation: This power can target only enemies.
Grip of Shadows (Shadow Knight Encounter 17)
Encounter * Shadow, Teleportation, Weapon
Standard Action Close burst 5
Target: One creature in burst
Effect: You teleport the target into a square adjacent to you and make the following attack against the target
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage
Summoning Pact (Shadow Knight Encounter 17)
Encounter * Conjuration, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the tarket is marked until the end of your next turn. Make the following secondary attack.
Close burst 5
Target: One creature in burst
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier necrotic damage and the target is marked until the end of your next turn. You may summon a shadow minion in an empty square adjacent to the target.
Level 19 Daily Hexes
Shadow Hulk (Shadow Knight Daily 19)
Daily * Conjuration, Implement, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a shadow hulk minion until the end of the encounter. The shadow hulk minion expands to fill the same area as a large creature. The shadow hulk minion behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your shadow hulk minion is destroyed or dismissed, you may designate any single shadow minion of yours to be a shadow hulk minion until the end of the encounter as a free action. When you do so, the new shadow hulk minion expands to fill the area of a large creature. If there is not enough space, that shadow minion cannot become a shadow hulk minion. At the start of your turn, all enemies within 2 squares of your shadow hulk minion is marked until the start of your next turn. Once per encounter, you may use the following attack through your shadow hulk minion:
Standard Action Melee 2
Target: One or two creatures
Attack: Strength vs. Reflex
Hit: 3d6 + Strength modifier damage and the target is stunned until the end of its next turn
Aftereffect: The target is marked (save ends)
Miss: Half damage and the target is dazed and marked until the end of your next turn
Volatile Darkness (Shadow Knight Daily 19)
Daily * Necrotic, Shadow, Stance, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. Fortitude, two attacks
Hit: 2[W] + Strength modifier damage and ongoing 10 necrotic damage (save ends)
Miss: Half damage
Effect: You enter the stance of volatile darkness until the end of the encounter. While in this stance, whenever one of your shadow minions is destroyed, all enemies within 2 squares of the destroyed minion take 5 ongoing necrotic damage (save ends).
Whispers of Ruin (Shadow Knight Daily 19)
Daily * Fear, Implement, Psychic, Shadow
Standard Action Close blast 5
Target: All enemies in blast
Attack: Strength vs. Will
Hit: 3d8 + Strength modifier psychic damage
Miss: Half damage
Effect: All targets are marked until they can no longer see you
Soulsplintering (Shadow Knight Daily 19)
Daily * Conjuration, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs Fortitude, Reflex, Will. You make one attack roll and compare the result against all three defenses. The target suffers the effect associated with the number of defenses the attack hit and all previous effects.
Hit (1 defense): 2[W] + Strength modifier damage and you may summon a shadow minion in an empty square within 5 squares
Hit (2 defenses): 1[W] necrotic damage and you may summon a shadow minion in an empty square within 5 squares
Hit (3 defenses): Ongoing 10 necrotic damage (save ends) and whenever the target takes the ongoing damage, you may summon a shadow minion in an empty square adjacent to the target
Level 22 Utility Hexes
Crown of Shadows (Shadow Knight Utility 22)
Daily * Shadow
Minor Action
Requirement: You must be able to use Summon Shadow Minion
Effect: Until the end of the encounter, you gain a power bonus to all defenses and all Bluff, Intimidate, and Diplomacy checks equal to the number of shadow minions under your control and you cannot use Summon Shadow Minion. You may end this effect as a free action.
Interposing Shadow (Shadow Knight Utility 22)
At-will * Shadow
Immediate Reaction
Requirement: The target must be adjacent to one or more of your shadow minions
Trigger: You or an ally adjacent to one or more of your shadow minions is attacked
Effect: If the attack hits, the target takes half damage. A shadow minion adjacent to the target is destroyed.
Unbreakable Shadows (Shadow Knight Utility 22)
Encounter * Shadow
Minor Action
Effect: All of your shadow minions gain 20 temporary hit points
Dark Courtesy (Shadow Knight Utility 22)
At-will * Shadow
Free Action
Trigger: You fail a death saving throw
Effect: You may dismiss one of your shadow minions. If you do so, you instead succeed on the saving throw.
Level 23 Encounter Hexes
Flaying Umbra (Shadow Knight Encounter 23)
Encounter * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and all enemies adjacent to one or more of your shadow minions have vulnerable 5 to all damage until the end of your next turn.
Path of Enervation: Enemies instead have vulnerable 5 + the number of your shadow minions adjacent
Reaper's Wind (Shadow Knight Encounter 23)
Encounter * Necrotic, Shadow Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier necrotic damage and all enemies adjacent to one or more of your shadow minions take necrotic damage equal to your Intelligence modifier and is slowed until the end of your next turn.
Phase Drain (Shadow Knight Encounter 23)
Encounter * Implement, Psychic, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Strength vs. Will
Hit: 3d8 + Strength modifier psychic damage and you are insubstantial until your next turn.
Overpowering Minion (Shadow Knight Encounter 23)
Encounter * Implement, Minion, Necrotic, Shadow
Free Action Melee 1
Trigger: You hit a target with your Shadow Path power
Target: One creature
Effect: 3d8 + Strength modifier necrotic damage
Level 25 Daily Hexes
Death Vortex Strike (Shadow Knight Daily 25)
Daily * Force, Shadow, Stance, Weapon
Standard Action Close burst 2
Target: All enemies in burst
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier force damage and you pull the target 2 squares.
Miss: Half damage
Effect: You enter the stance of the death vortex. While you are in this stance, at the start of your turn, all enemies within 2 squares of one or more of your shadow minions are pulled into the nearest square adjacent to one of your shadow minions and take force damage equal to your Intelligence modifier.
Vampiric Shadow Minion (Shadow Knight Daily 25)
Daily * Conjuration, Healing, Implement, Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a vampiric shadow minion until the end of the encounter. It behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your vampiric shadow minion is destroyed or dismissed, you may designate any single shadow minion of yours to be a vampiric shadow minion until the end of the encounter as a free action. Whenever an enemy ends its turn adjacent to your vampiric shadown minion takes 10 necrotic damage and all allies within 2 squares of your vampiric shadow minion gain 10 temporary hit points. Once per encounter, you may use the following attack through your vampiric shadow minion:
Standard Action Close burst 3
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2d8 + Strength modifier necrotic damage. For each enemy you hit with this attack, one ally within 5 squares of your vampiric shadow minion may spend a healing surge.
Miss: Half damage and the target is marked until the end of your next turn
Enslavement in Shadows (Shadow Knight Daily 25)
Daily * Implement, Polymorph, Reliable, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Strength vs. Will
Hit: 4d8 + Strength modifier necrotic damage and the target becomes one of your shadow minions (save ends). While it is one of you shadow minions, you may treat it exactly as if it were one of your shadow minions and it does not get to act during its turn. If you dismiss the target, you instead end this effect on the target.
Pact of Dark Strength (Shadow Knight Daily 25)
Daily * Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 5[W] + Strength modifier damage and you may dismiss a shadow minion. If you do so, this attack deals an additional 2d10 necrotic damage.
Miss: Half damage and you may dismiss a shadow minion. If you do so, you and all allies within 5 squares of you gain 10 temp hp.
Level 27 Encounter Hexes
Lightsunder (Shadow Knight Encounter 27)
Encounter * Necrotic, Shadow, Weapon, Zone
Standard Action Melee weapon
Target: One creatures
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. The attack creates a zone burst 3 centered on the target. The zone lasts until the end of your next turn or until you dismiss it as a free action. The zone is treated as a zone of one step darker (bright light to dim light, dim light to darkness).
Spectral Mein (Shadow Knight Encounter 27)
Encounter * Implement, Minion, Psychic, Shadow
Standard Action Melee touch
Target: All creatures adjacent to one or more of your shadow minions
Attack: Strength vs. Will
Hit: 2d6 + Strength modifier psychic damage and the target is marked until it no longer adjacent to one or more of your shadow minions or until the end of your next turn.
Special: You gain a +1 bonus to the attack roll and a +2 bonus to the damage roll for every shadow minion adjacent to the target after the first
Shadowfetch (Shadow Knight Encounter 27)
Encounter * Implement, Necrotic, Shadow
Standard Action Close burst 5
Target: One enemy in burst
Attack: Strength vs. Fortitude
Hit: 2d6 + Strength modifier necrotic damage and you can teleport the target into an square adjacent to you.
Effect: You may repeat this attack against a different target for each one of your shadow minions in the burst.
Shadowtether (Shadow Knight Encounter 27)
Encounter * Conjuration, Shadow, Weapon
Standard Action Close burst 1
Target: All enemies in burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target moves before the end of your next turn, it takes 5 necrotic damage.
Path of Inhibition: If the target moves before the end of your next turn, you may summon a shadow minion in an empty square adjacent to the target after it finishes moving.
Level 29 Daily Hexes
Umbral Infestation (Shadow Knight Daily 29)
Daily * Conjuration, Reliable, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and you may make the following secondary attack
Target: One creature
Attack: Strength vs. Will
Hit: The target is dominated (save ends). Whenever the target fails the saving throw against this effect, you may summon a shadow minion in an empty square adjacent to the target.
Miss: The target is dominated until the end of your next turn.
Herald of the End (Shadow Knight Daily 29)
Daily * Necrotic, Shadow, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage and the target takes an ongoing 10 necrotic damage and cannot regain hit points (save ends both)
Miss: Half damage
Effect: You enter the stance of the end. While you are in this stance, any enemy that ends its turn adjacent to one of your shadow minions takes 10 necrotic damage and cannot regain hit points until the end of its next turn.
Shadow of Oblivion (Shadow Knight Daily 29)
Daily * Conjuration, Implement, Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a shadow of oblivion minion until the end of the encounter. It behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your shadow of oblivion minion is destroyed or dismissed, you may designate any single shadow minion of yours to be a shadow of oblivion minion until the end of the encounter as a free action. Any enemy that ends its turn within 2 squares of your shadow of oblivion minion takes 10 necrotic damage and a -2 penalty to all saving throws until the end of its next turn. Once per encounter, you may use the following attack through your shadow of oblivion minion:
Standard Action Close blast 3
Target: All creatures in blast
Attack: Strength vs. Reflex
Hit: 3d6 + Strength modifier necrotic damage and the target takes an ongoing 20 necrotic damage and is marked (save ends both)
Miss: Half damage and the target is marked until the end of your next turn
Rend Soul (Shadow Knight Daily 29)
Daily * Healing, Implement, Necrotic, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Strength vs Fortitude, Reflex, Will. You make one attack roll and compare the result against all three defenses. The target suffers the effect associated with the number of defenses the attack hit and all previous effects.
Hit (1 defense): 3d10 + Strength modifier damage and the target takes an ongoing 10 necrotic damage (save ends)
Hit (2 defenses): 1d10 necrotic damage and the target cannot recharge powers (save ends)
Hit (3 defenses): The ongoing damage increases to ongoing 20 necrotic damage and the target is stunned (save ends both)
My players have been playtesting this class for almost a year (yes, I designed this before HoS came out), so I am curious to see what other players and GMs think of it.
Class Traits
Role: Defender. You summon forth hordes of shadowy minions to protect your allies defeat your enemies. Your enemies know that if they ignore you for even the shortest period of time, you will exploit their weakness. You lean toward either controller or leader as a secondary role.
Power Source: Shadow. Your shadow minions are drawn from the Shadowfell, and you have learned to draw upon the fell energies from that same place to empower your more traditional attacks as well.
Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, leather, hide, chain mail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implements: Ki Foci
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 13 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: Arcana or Religion (your choice). From the class skills list below, choose three trained skills at first level.
Class Skills: Arcana(Int), Athletics(Str), Endurance(Con), Intimidate(Cha), Religion(Int), Stealth(Dex)
Class Features: Shadow Minions, Mark of Shadows, Shadow's Blessing, Shadow Path
Shadow Minions: You gain the Summon Shadow Minion power. Some of your powers have the "Minion" keyword. Powers with the minion keyword can be made as if you occupied one square that is currently occupied by one of your shadow minions. Some Shadow Knight powers allow you to summon additional additional shadow minions. These shadow minions follow all of the same rules as shadow minions summoned by the Summon Shadow Minion power.
Mark of Shadows: Whenever you successfully hit a target with an attack, you may mark a target adjacent to one of your shadow minions until the end of your next turn.
Shadow's Blessing: Choose one of these options.
Mantle of Fury: Whenever you are in dim light or darkness, you gain a +1 class bonus to Fortitude and to attack rolls.
Mantle of Cunning: Whenever you are in dim light or darkness, you gain a +1 class bonus to Reflex and do not suffer from Armor Check Penalties to skill checks.
Mantle of Resilience: Whenever you are in dim light or darkness, you gain a +1 class bonus to Will and you gain an additional 2 hit points whenever you spend a healing surge. At 11th level, you gain an additional 3 hits points instead. At 21st level, you gain an additional 4 hit points instead.
Shadow Path: Choose one of the following options.
Path of Inhibition: You are an expert at commanding your shadow minions to harry and inhibit your enemies. You gain the Pin Shadow power.
Path of Enervation: You have learned how to tap the natural entropy of the Shadowfell to break down your opponents defenses. You gain the Sunder Shadow power.
This choice can also provide bonuses to certain Shadow Knight powers. Look at the individual power entry to determine what effects (if any) this choice has upon the power.
Summon Shadow Minion (Shadow Knight Feature):
At-Will * Conjuration, Shadow
Minor Action Close burst 5
Effect: You conjure a shadow minion in an unoccupied square within the burst. The minion lasts until you fall unconscious, you dismiss it as a free action, or you start your turn more than 5 squares from it. A minion occupies 1 square. You may have up to 5 minions at a time. If you attempt to summon a minion when you already have 5 or more under your control, you must dismiss one of your existing minions first. Enemies cannot move through a shadow minion's square but your allies can. When you use a move action to move or shift, you may also allow a single shadow minion under your control to move a number of squares equal to your movement speed. You may instead use a move action to allow all of your minions to move a number of squares equal to your movement speed. Your minion can be targeted by attacks. It has 1 hit point, but does not take damage from attacks that miss. You may only use this power once per turn.
Pin Shadow (Shadow Knight Feature):
At-Will * Implement, Shadow, Minion, Necrotic
Immediate Interrupt Melee 1
Trigger: An enemy marked by you that is adjacent to either you or one of your shadow minions moves or makes an attack that doesn't include you as a target.
Target: The triggering enemy
Attack: Strength v. Reflex
Hit: 1d6 + Intelligence necrotic damage and the target is immobilized until the end of your next turn.
Level 21: 2d6 + Intelligence modifier necrotic damage.
Sunder Shadow (Shadow Knight Feature):
At-Will * Implement, Shadow, Minion, Necrotic
Immediate Interrupt Melee 1
Trigger: An enemy marked by you that is adjacent to either you or one of your shadow minions moves or makes an attack that doesn't include you as a target.
Target: The triggering enemy
Attack: Strength v. Fort
Hit: 1d6 + Charisma necrotic damage and the target has vulnerable 2 to all damage until the end of its next turn. Level 11: Vulnerable 4. Level 21: Vulnerable 6.
Level 21: 2d6 + Charisma modifier necrotic damage.
Level 1 At-Will Attack Hexes:
Shadow Mimicry (Shadow Knight Attack 1)
At-will * Implement, Shadow
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d8 damage and you may make the following secondary attack against an enemy adjacent to one or more of your shadow minions.
Attack: Strength vs. AC
Hit: Strength modifier damage.
Level 21: 2d8 damage.
Eclipse Strike (Shadow Knight Attack 1)
At-will * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Effect: You gain a +1 bonus to the attack roll for each of your shadow minions within 5 squares of you.
Attack: Strength vs. AC
Hit: 1[W] damage.
Level 21: 2[W] damage.
Special: You can use this power in place of a melee basic attack.
Fatigue Strike (Shadow Knight Attack 1)
At-will * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target reduces the damage of its next successful attack before the start of your next turn equal by your Charisma modifier.
Level 21: 2[W] + Strength modifier damage.
Command Minion (Shadow Knight Attack 1)
At-will * Implement, Minion, Necrotic, Shadow
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier necrotic damage.
Level 21: 2d8 + Strength modifier necrotic damage.
Mire Strike (Shadow Knight Attack 1)
At-will * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is slowed until the end of your next turn.
Level 21: 2[W] + Strength modifier damage
Path of Inhibitition: The target cannot shift until the end of your next turn.
Level 1 Encounter Attack Hexes:
Exposing Umbra (Shadow Knight Encounter 1)
Encounter * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier and all enemies adjacent to one or more of your shadow minions have vulnerable 2 to all damage until the end of your next turn.
Path of Enervation: Enemies instead have vulnerable 2 + the number of your shadow minions adjacent to it.
Dark Strike (Shadow Knight Encounter 1)
Encounter * Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier necrotic damage
Sudden Shadow (Shadow Knight Encounter 1)
Encounter * Minion, Necrotic, Shadow, Weapon
Standard Action Melee 1
Effect: You conjure a shadow minion in an unoccupied square within 5 squares. If the target is adjacent to the shadow minion you just summoned, you have combat advantage for the attack.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier necrotic damage
Path of Inhibition: The target is also immobilized until the end of your next turn.
Consume Minion (Shadow Knight Encounter 1)
Encounter * Healing, Shadow, Weapon
Standard Action Melee weapon
Requirement: You must have a shadow minion within 5 squares of you.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and you may spend a healing surge.
Effect: One shadow minion within 5 squares of you is dismissed.
Path of Enervation: An ally adjacent to your or the dismissed shadow minion may spend a healing surge instead of you.
Whirling Shadows (Shadow Knight Encounter 1)
Encounter * Implement, Necrotic, Shadow
Standard Action Close burst 1
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier necrotic damage
Path of Inhibition: This power gains the Minion keyword.
Level 1 Daily Attack Hexes:
Seeds of Darkness (Shadow Knight Daily 1)
Daily * Necrotic, Shadow, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier and the target is blinded(save ends)
Miss: Half damage and the target is blinded until the end of its next turn.
Effect: You enter the Seeds of Shadow stance. While you are in this stance, whenever one of your shadow minions is destroyed by a melee attack, the target that destroyed it is blinded until the start of its next turn.
Shadow Bomb (Shadow Knight Daily 1)
Daily * Implement, Necrotic, Shadow
Standard Action Close burst 5
Target: One of your shadow minions within range
Effect: The target makes the following attack.
Close burst 2
Target: All creatures in the burst.
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier necrotic damage, the target is marked until the end of your next turn, and you may conjure a shadow minion in an unoccupied square adjacent to the target.
Path of Inhibition: This power only targets enemies
Effect: The minion is dismissed.
Spectral Minion (Shadow Knight Daily 1)
Daily * Conjuration, Implement, Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion* in a square within range
Effect: The triggering shadow minion becomes a spectral shadow minion until the end of the encounter. It behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your spectral shadow minion is destroyed or dismissed, you may designate any single shadow minion of yours to become your spectral shadow minion as a free action. Whenever you move the spectral minion, you may instead teleport it an equal number of squares. If you do so, it becomes invisible and insubstantial until the end of your next turn. Once per encounter, you may use the following attack through your spectral minion:
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Fortitude
Hit: 3d8 + Strength modifier necrotic damage
Miss: Half damage
Effect: Half damage and the target is marked until the end of your next turn.
Shadowblade (Shadow Knight Daily 1)
Daily * Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier necrotic damage
Miss: Half damage
Special: The damage from this attack ignores necrotic resistance the target has.
Level 2 Utility Hexes
Ward Minion (Shadow Knight Utility 2)
Daily * Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a shadow ward minion until the end of the encounter. It behaves exactly like a normal shadow minion. In addition, you and any ally adjacent to your shadow ward minion gains a +2 power to all defenses. If your shadow ward minion is destroyed or dismissed, you may designate any single shadow minion of yours to become your shadow ward minion until the end of the encounter as a free action.
Siphon Vitality (Shadow Knight Utility 2)
Encounter * Shadow
Free Action
Trigger: You hit with your Shadow Path granted power
Effect: You gain temporary hit points equal to 5 + your Charisma modifier
Sheath of Shadows (Shadow Knight Utility 2)
Daily * Necrotic, Shadow
Minor Action Melee touch
Requirement: You must be able to use Summon Shadow Minion
Target: One weapon
Effect: Until the end of the encounter, whenever you hit a creature with the target, that creature is marked by you until the end of your next turn and it takes an additional 1d6 necrotic damage. You cannot use Summon Shadow Minion as long as this effect is active. You may end this effect with a free action.
Shadowvision (Shadow Knight Utility 2)
At-Will * Shadow
Minor Action
Effect: You gain darkvision until the start of your next turn.
Level 3 Encounter Attack Hexes
Disturbing Glances (Shadow Knight Encounter 3)
Encounter * Fear, Implement, Minion, Psychic, Shadow
Standard Action Melee 1
Target: One creature adjacent to one or more of your shadow minions
Attack: Strength vs. Will
Special: You gain a +1 bonus to the attack roll for every shadow minion adjacent to the target after the first
Hit: 1d6 + Strength modifier psychic damage and all enemies adjacent to one or more of your shadow minions are marked until they are no longer adjacent to one or more of your shadow minions or until the end of your next turn
Miss: The target is marked until the end of your next turn or until it is no longer adjacent to one or more of your shadow minions
Vindictive Blow (Shadow Knight Encounter 3)
Encounter * Minion, Shadow, Weapon
Minor Action Melee 1
Target: One creature you hit with your Shadow Path power since the end of your previous turn
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Path of Inhibition: This attack deals additional damage equal to your Intelligence modifier
Sickening Grasp (Shadow Knight Encounter 3)
Encounter * Implement, Necrotic, Shadow
Standard Action Melee touch
Target: One creature
Attack: Strength vs. Reflex
Hit: 2d8 + Strength necrotic damage and the target takes a -2 penalty to all defenses until the end of your next turn.
Path of Enervation: The target also takes a penalty to all damage rolls equal to your Charisma modifier until the end of your next turn.
Shadow's Summons (Shadow Knight Encounter 3)
Encounter * Shadow, Teleportation, Weapon
Standard Action Melee weapon
Special: Before you make the attack, you may teleport an enemy adjacent to one or more of your shadow minions into an empty square adjacent to you. You may then teleport one shadow minion that was adjacent to that enemy into a square adjacent to that enemy.
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage
Level 5 Daily Attack Hexes
Envenomed Shadows (Shadow Knight Daily 5)
Daily * Necrotic, Poison, Shadow, Stance, Weapon
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength necrotic and poison damage and the target takes ongoing poison damage equal to your Intelligence modifier (save ends)
Miss: Half damage
Effect: You enter the envenomed shadows stance. While in this stance, any enemy that ends its turn adjacent to one or more of you shadow minions takes poison damage equal to your Intelligence modifier
Legion Strike (Shadow Knight Daily 5)
Daily * Implement, Necrotic, Shadow
Standard Action Close burst 5
Target: All of your shadow minions in the burst
Effect: The target makes the following attack as a free action
Melee 1
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength modifier necrotic damage
Miss: Half damage
Wraith Minion (Shadow Knight Daily 5)
Daily * Conjuration, Implement, Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a wraith shadow minion until the end of the encounter. It behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your wraith shadow minion is destroyed or dismissed, you may designate any single shadow minion of yours to be a wraith shadow minion until the end of the encounter as a free action. Whenever you hit a target adjacent to your wraith shadow minion with your Shadow Path power, that target is also weakened until the end of its next turn. Once per encounter, you may use the following attack through your wraith shadow minion:
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier necrotic damage and the target is weakened and marked by you (save ends both)
Miss: Half damage and the target is marked until the end of your next turn
Path of Enervation: The target takes a -2 penalty to the savings throws against this effect
Lance of Night (Shadow Knight Daily 5)
Daily * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage
Miss: Half damage
Effect: Make the following secondary attack
Melee weapon + 1
Target: One creature other than the primary target
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage
Miss: Half damage
Level 6 Utility Hexes
Siphon Strength (Shadow Knight Utility 6)
Encounter * Shadow
Free Action
Trigger: You hit with your Shadow Path granted power
Effect: Until the end of your next turn, you gain a power bonus to damage rolls equal to 2 + your Intelligence modifier
Armor of Shadows (Shadow Knight Utility 6)
Daily * Shadow
Minor Action
Requirement: You must be able to use Summon Shadow Minion
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses and you cannot use Summon Shadow Minion. Once per turn, as a free action, you may mark any creature that starts it turn adjacent to you until the start of its next turn. You may end this effect as a free action.
Investiture of Shadow's Blessing (Shadow Knight Utility 6)
Daily * Shadow
Minor Action Melee touch
Target: One ally
Effect: Until the end of the encounter, the target gains the benefit of your Shadow's Blessing class feature.
Mask of Darkness (Shadow Knight Utility 6)
Daily * Shadow
Minor Action
Effect: Until the end of the encounter, you gain a +5 bonus to the Intimidate and Stealth skill checks and you do not incure failures in skills checks by failing by less than 5.
Level 7 Encounter Hexes
Dark Reaping (Shadow Knight Encounter 7)
Encounter * Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and make the following secondary attack
Target: One creature adjacent to one or more of your shadow minions
Attack: Strength vs. Will
Hit: Strength modifier + Intelligence modifier necrotic damage
Effect: Repeat this attack once for each of your shadow minions. You may not target the same target twice.
Minions Resurgent (Shadow Knight Encounter 7)
Encounter * Implement, Necrotic, Shadow
Standard Action Close burst 5
Target: One creature in burst that destroyed one or more of your shadow minions since the end of your previous turn
Attack: Strength vs. Will
Hit: 2d8 + Strength modifier necrotic damage and you may summon a shadow minion in an empty square adjacent to the target
Miss: You may summon a shadow minion in an empty square adjacent to the target
Special: You gain a +1 bonus to the attack roll and +2 bonus to the damage roll for every shadow minion after the first that the target destroyed since the beginning of your previous turn
Drain Life (Shadow Knight Encounter 7)
Encounter * Healing, Implement, Nectrotic, Shadow
Standard Action Melee touch
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2d8 + Strength modifier necrotic damage and you may spend a healing surge
Path of Enervation: You may instead allow an ally within 5 squares to spend a healing surge instead of spending a healing surge yourself
Shadowmire (Shadow Knight Encounter 7)
Encounter * Necrotic, Shadow, Weapon, Zone
Standard Action Close burst 1
Target: All enemies in burst
Attack: Strength vs. Reflex
Hit: 1[W] + Strength necrotic damage and the target is marked and slowed until the end of your next turn
Effect: The affected squares become a zone that lasts until the end of your next turn. Any enemy that starts its turn within or enters the zone takes necrotic damage equal to your Strength modifier and is slowed until the end of its next turn.
Path of Inhibition: This power gains the Minion keyword
Level 9 Daily Hexes
Pathborn Shadow Minion (Shadow Knight Daily 9)
Daily * Conjuration, Implement, Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a pathborn shadow minion until the end of the encounter. It behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your pathborn shadow minion is destroyed or dismissed, you may designate any single shadow minion of yours to be a pathborn shadow minion until the end of the encounter as a free action. The pathborn shadow minion has an additional benefit based upon your Shadow Path class feature. Once per encounter, you may use the following attack through your pathborn shadow minion:
Standard Action Melee 1 or Ranged 5
Target: One creature
Attack: Strength vs. Will
Hit: 2d8 + Strength modifier necrotic damage and the target is teleported into an empty square of your choice adjacent to the elder shadow minion
Miss: Half damage
Effect: The target is marked until the end of your next turn
Path of Inhibition: Enemies cannot shift out of squares adjacent to your pathborn shadow minion and any enemy that starts its turn adjacent to your pathborn shadow minion takes necrotic damage equal to your Intelligence modifier.
Path of Enervation: Enemies adjacent to your elder shadow minion take a -2 penalty to all defenses and have any resistance they may possess reduced by 5. Any enemy that starts its turn adjacent to your pathborn shadow minion takes necrotic damage equal to your Charisma modifier.
Seeds of Stolen Life (Shadow Knight Daily 9)
Daily * Healing, Necrotic, Shadow, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier necrotic damage and you gain temporary hit points equal to half of the damage dealt
Miss: Half damage
Effect: You enter the stance of stolen life. While in this stance, whenever one of your shadow minions is destroyed, you and your allies within 5 squares of the destroyed shadow minion gain temporary hit points equal to your Charisma modifier.
Wracking Shadows (Shadow Knight Daily 9)
Daily * Implement, Minion, Necrotic, Shadow, Stance
Standard Action Melee 1
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2d8 + Strength necrotic damage and the target is weakened and slowed (save ends both)
Miss: Half damage
Effect: You enter the stance of wracking shadows. While in this stance, any enemy that starts its turn adjacent to one or more of your shadow minions must choose to either be weakened or dazed until the end of its turn.
Ghost Strike (Shadow Knight Daily 9)
Daily * Shadow, Teleportation, Weapon
Standard Action Melee weapon
Effect: Before or after the attack, you may switch places with one of your shadow minions
Attack: Strength vs. Reflex
Hit: 3[W] + Strength damage
Miss: Half damage
Effect: You are insubstantial and phasing until the end of your next turn.
Level 10 Utility Hexes
Shadowfall Step (Shadow Knight Utility 10)
Encounter * Conjuration, Shadow, Teleportation
Move Action
Effect: You teleport up to 5 squares. You may summon a shadow minion in the square you just vacated.
Tamed Darkness (Shadow Knight Utility 10)
Daily * Shadow, Zone
Minor Action Close burst 1
Effect: The burst creates a zone of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscurred, and creatures entirely within it are blinded until they exit. You and your allies are immune to these effects.
Sustain minor: The zone persists.
Darksight (Shadow Knight Utility 10)
Daily * Shadow
Minor Action
Effect: Until the end of the encounter, you can see all creatures in darkness as if they were in bright light.
Corpsecall (Shadow Knight Utility 10)
At-will * Conjuration, Shadow
Free Action
Trigger: You reduce a non-minion enemy to 0 hit points or fewer
Effect: You may summon a shadow minion in the triggering enemy's square
Level 13 Encounter Hexes
Detonate Minion (Shadow Knight Encounter 13)
Encounter * Implement, Necrotic, Shadow
Standard Action Close burst 5
Target: One of your shadow minions within burst
Effect: The target makes the following attack.
Close burst 1
Target: All creatures in the burst.
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier + Intelligence modifier necrotic damage and the target is marked until the end of your next turn.
Path of Inhibition: This power only targets enemies
Effect: The minion is destroyed.
Shadowflash Strike (Shadow Knight Encounter 13)
Encounter * Shadow, Teleportation, Weapon
Standard Action Melee weapon
Effect: Before making the attack, you may switch places with one of your shadow minions within 5 squares
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage and the target is marked until the end of your next turn.
Effect: You may switch places with one of your shadow minions within 5 squares of you and repeat this attack once.
Umbral Surge (Shadow Knight Encounter 13)
Encounter * Shadow, Weapon
Standard Action Close burst 1
Target: All enemies in the burst
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage and you may slide the target a number of squares equal to your Intelligence modifier
Path of Inhibition: This power gains the minion keyword.
Decay (Shadow Knight Encounter 13)
Encounter * Implement, Necrotic, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Strength vs. Will
Hit: 3d6 + Strength modifier necrotic damage and the target has vulnerability all equal to your Charisma modifier until the end of your next turn.
Path of Enervation: The target also takes a penalty to all damage rolls equal to your Charisma modifier until the end of your next turn.
Level 15 Daily Hexes
Horrific Wasting (Shadow Knight Daily 15)
Daily * Fear, Implement, Necrotic, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Strength vs. Fortitude
Hit: 4d6 + Strength necrotic damage and the target takes an ongoing 10 necrotic damage (save ends). Whenever the target takes the ongoing damage, all enemies that can see the target take a -2 penalty to attack rolls until the start of their next turn.
Path of Enervation: The ongoing damage equals 7 + Charisma modifier necrotic damage.
Corpse Puppetry (Shadow Knight Daily 15)
Daily * Shadow
Free Action
Trigger: A non-minion enemy adjacent to one or more of your shadow minions is reduced to 0 or fewer hit points
Effect: The triggering enemy regains hit points equal to its bloodied value, is dominated until the end of the encounter, and gains vulnerability 10 radiant. If the domination ends, the target is immediately reduced to 0 hit points.
Frigid Shadows (Shadow Knight Daily 15)
Daily * Cold, Implement, Minion, Necrotic, Shadow, Stance
Standard Action Close burst 1
Target: All creatures in the burst
Attack: Strength vs. Fortitude
Hit: 2d8 + Strength modifier cold and necrotic damage and the target is immobilized (save ends)
Miss: Half damage and the target is slowed (save ends)
Effect: You enter the stance of frigid shadows. While in this stance, any enemy that starts its turn adjacent to one or more of your shadow minions is immobilized until the start of its next turn and takes cold damage equal to your Intelligence modifier.
Shadowdance Flurry (Shadow Knight Daily 15)
Daily * Conjuration, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier necrotic damage and you may summon a shadow minion in an empty square adjacent to the target.
Effect: You may repeat this attack up to 2 more times against the same or a different target in range.
Level 16 Utility Hexes
Shadowform (Shadow Knight Utility 16)
Encounter * Shadow
Move Action
Effect: You are insubstantial and gain phasing until the end of your next turn. You may shift a number of square equal to your speed + 2.
Sacrificial Transposition (Shadow Knight Utility 16)
Encounter * Shadow, Teleportation
Immediate Interrupt
Trigger: You are attacked
Effect: You switch places with one of your shadow minions. The shadow minion becomes the new target of the attack.
Shadows Abound (Shadow Knight Utility 16)
Encounter * Conjuration, Shadow
Free Action
Trigger: You summon a shadow minion.
Effect: You may summon an additional shadow minion in an empty square within range.
Siphon Life (Shadow Knight Utility 16)
Encounter * Healing, Shadow
Free Action Close burst 5
Trigger: You hit with your Shadow Path granted power
Target: You or one ally within the burst
Effect: The target may spend a healing surge
Path of Enervation: The target gains additional hit points equal to your Charisma modifier
Level 17 Encounter Hexes
Sweet Revenge (Shadow Knight Encounter 17)
Encounter * Conjuration, Implement, Necrotic, Shadow
Immediate Reaction Close burst 5
Trigger: An enemy within the burst bloodies you
Target: The triggering enemy
Effect: You summon a shadow minion in an empty square adjacent to the target
Attack: Strength vs. Will
Hit: 3d6 + Strength modifier necrotic damage
Consume Vitality (Shadow Knight Encounter 17)
Encounter * Healing, Implement, Minion, Necrotic, Shadow
Standard Action Close burst 2
Target: All creatures in burst
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength necrotic damage and you may spend a healing surge and regain 2 additional hit points for each target hit.
Path of Enervation: This power can target only enemies.
Grip of Shadows (Shadow Knight Encounter 17)
Encounter * Shadow, Teleportation, Weapon
Standard Action Close burst 5
Target: One creature in burst
Effect: You teleport the target into a square adjacent to you and make the following attack against the target
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier damage
Summoning Pact (Shadow Knight Encounter 17)
Encounter * Conjuration, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the tarket is marked until the end of your next turn. Make the following secondary attack.
Close burst 5
Target: One creature in burst
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier necrotic damage and the target is marked until the end of your next turn. You may summon a shadow minion in an empty square adjacent to the target.
Level 19 Daily Hexes
Shadow Hulk (Shadow Knight Daily 19)
Daily * Conjuration, Implement, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a shadow hulk minion until the end of the encounter. The shadow hulk minion expands to fill the same area as a large creature. The shadow hulk minion behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your shadow hulk minion is destroyed or dismissed, you may designate any single shadow minion of yours to be a shadow hulk minion until the end of the encounter as a free action. When you do so, the new shadow hulk minion expands to fill the area of a large creature. If there is not enough space, that shadow minion cannot become a shadow hulk minion. At the start of your turn, all enemies within 2 squares of your shadow hulk minion is marked until the start of your next turn. Once per encounter, you may use the following attack through your shadow hulk minion:
Standard Action Melee 2
Target: One or two creatures
Attack: Strength vs. Reflex
Hit: 3d6 + Strength modifier damage and the target is stunned until the end of its next turn
Aftereffect: The target is marked (save ends)
Miss: Half damage and the target is dazed and marked until the end of your next turn
Volatile Darkness (Shadow Knight Daily 19)
Daily * Necrotic, Shadow, Stance, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. Fortitude, two attacks
Hit: 2[W] + Strength modifier damage and ongoing 10 necrotic damage (save ends)
Miss: Half damage
Effect: You enter the stance of volatile darkness until the end of the encounter. While in this stance, whenever one of your shadow minions is destroyed, all enemies within 2 squares of the destroyed minion take 5 ongoing necrotic damage (save ends).
Whispers of Ruin (Shadow Knight Daily 19)
Daily * Fear, Implement, Psychic, Shadow
Standard Action Close blast 5
Target: All enemies in blast
Attack: Strength vs. Will
Hit: 3d8 + Strength modifier psychic damage
Miss: Half damage
Effect: All targets are marked until they can no longer see you
Soulsplintering (Shadow Knight Daily 19)
Daily * Conjuration, Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs Fortitude, Reflex, Will. You make one attack roll and compare the result against all three defenses. The target suffers the effect associated with the number of defenses the attack hit and all previous effects.
Hit (1 defense): 2[W] + Strength modifier damage and you may summon a shadow minion in an empty square within 5 squares
Hit (2 defenses): 1[W] necrotic damage and you may summon a shadow minion in an empty square within 5 squares
Hit (3 defenses): Ongoing 10 necrotic damage (save ends) and whenever the target takes the ongoing damage, you may summon a shadow minion in an empty square adjacent to the target
Level 22 Utility Hexes
Crown of Shadows (Shadow Knight Utility 22)
Daily * Shadow
Minor Action
Requirement: You must be able to use Summon Shadow Minion
Effect: Until the end of the encounter, you gain a power bonus to all defenses and all Bluff, Intimidate, and Diplomacy checks equal to the number of shadow minions under your control and you cannot use Summon Shadow Minion. You may end this effect as a free action.
Interposing Shadow (Shadow Knight Utility 22)
At-will * Shadow
Immediate Reaction
Requirement: The target must be adjacent to one or more of your shadow minions
Trigger: You or an ally adjacent to one or more of your shadow minions is attacked
Effect: If the attack hits, the target takes half damage. A shadow minion adjacent to the target is destroyed.
Unbreakable Shadows (Shadow Knight Utility 22)
Encounter * Shadow
Minor Action
Effect: All of your shadow minions gain 20 temporary hit points
Dark Courtesy (Shadow Knight Utility 22)
At-will * Shadow
Free Action
Trigger: You fail a death saving throw
Effect: You may dismiss one of your shadow minions. If you do so, you instead succeed on the saving throw.
Level 23 Encounter Hexes
Flaying Umbra (Shadow Knight Encounter 23)
Encounter * Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and all enemies adjacent to one or more of your shadow minions have vulnerable 5 to all damage until the end of your next turn.
Path of Enervation: Enemies instead have vulnerable 5 + the number of your shadow minions adjacent
Reaper's Wind (Shadow Knight Encounter 23)
Encounter * Necrotic, Shadow Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength modifier necrotic damage and all enemies adjacent to one or more of your shadow minions take necrotic damage equal to your Intelligence modifier and is slowed until the end of your next turn.
Phase Drain (Shadow Knight Encounter 23)
Encounter * Implement, Psychic, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Strength vs. Will
Hit: 3d8 + Strength modifier psychic damage and you are insubstantial until your next turn.
Overpowering Minion (Shadow Knight Encounter 23)
Encounter * Implement, Minion, Necrotic, Shadow
Free Action Melee 1
Trigger: You hit a target with your Shadow Path power
Target: One creature
Effect: 3d8 + Strength modifier necrotic damage
Level 25 Daily Hexes
Death Vortex Strike (Shadow Knight Daily 25)
Daily * Force, Shadow, Stance, Weapon
Standard Action Close burst 2
Target: All enemies in burst
Attack: Strength vs. Fortitude
Hit: 3[W] + Strength modifier force damage and you pull the target 2 squares.
Miss: Half damage
Effect: You enter the stance of the death vortex. While you are in this stance, at the start of your turn, all enemies within 2 squares of one or more of your shadow minions are pulled into the nearest square adjacent to one of your shadow minions and take force damage equal to your Intelligence modifier.
Vampiric Shadow Minion (Shadow Knight Daily 25)
Daily * Conjuration, Healing, Implement, Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a vampiric shadow minion until the end of the encounter. It behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your vampiric shadow minion is destroyed or dismissed, you may designate any single shadow minion of yours to be a vampiric shadow minion until the end of the encounter as a free action. Whenever an enemy ends its turn adjacent to your vampiric shadown minion takes 10 necrotic damage and all allies within 2 squares of your vampiric shadow minion gain 10 temporary hit points. Once per encounter, you may use the following attack through your vampiric shadow minion:
Standard Action Close burst 3
Target: One creature
Attack: Strength vs. Fortitude
Hit: 2d8 + Strength modifier necrotic damage. For each enemy you hit with this attack, one ally within 5 squares of your vampiric shadow minion may spend a healing surge.
Miss: Half damage and the target is marked until the end of your next turn
Enslavement in Shadows (Shadow Knight Daily 25)
Daily * Implement, Polymorph, Reliable, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Strength vs. Will
Hit: 4d8 + Strength modifier necrotic damage and the target becomes one of your shadow minions (save ends). While it is one of you shadow minions, you may treat it exactly as if it were one of your shadow minions and it does not get to act during its turn. If you dismiss the target, you instead end this effect on the target.
Pact of Dark Strength (Shadow Knight Daily 25)
Daily * Necrotic, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 5[W] + Strength modifier damage and you may dismiss a shadow minion. If you do so, this attack deals an additional 2d10 necrotic damage.
Miss: Half damage and you may dismiss a shadow minion. If you do so, you and all allies within 5 squares of you gain 10 temp hp.
Level 27 Encounter Hexes
Lightsunder (Shadow Knight Encounter 27)
Encounter * Necrotic, Shadow, Weapon, Zone
Standard Action Melee weapon
Target: One creatures
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. The attack creates a zone burst 3 centered on the target. The zone lasts until the end of your next turn or until you dismiss it as a free action. The zone is treated as a zone of one step darker (bright light to dim light, dim light to darkness).
Spectral Mein (Shadow Knight Encounter 27)
Encounter * Implement, Minion, Psychic, Shadow
Standard Action Melee touch
Target: All creatures adjacent to one or more of your shadow minions
Attack: Strength vs. Will
Hit: 2d6 + Strength modifier psychic damage and the target is marked until it no longer adjacent to one or more of your shadow minions or until the end of your next turn.
Special: You gain a +1 bonus to the attack roll and a +2 bonus to the damage roll for every shadow minion adjacent to the target after the first
Shadowfetch (Shadow Knight Encounter 27)
Encounter * Implement, Necrotic, Shadow
Standard Action Close burst 5
Target: One enemy in burst
Attack: Strength vs. Fortitude
Hit: 2d6 + Strength modifier necrotic damage and you can teleport the target into an square adjacent to you.
Effect: You may repeat this attack against a different target for each one of your shadow minions in the burst.
Shadowtether (Shadow Knight Encounter 27)
Encounter * Conjuration, Shadow, Weapon
Standard Action Close burst 1
Target: All enemies in burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. If the target moves before the end of your next turn, it takes 5 necrotic damage.
Path of Inhibition: If the target moves before the end of your next turn, you may summon a shadow minion in an empty square adjacent to the target after it finishes moving.
Level 29 Daily Hexes
Umbral Infestation (Shadow Knight Daily 29)
Daily * Conjuration, Reliable, Shadow, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and you may make the following secondary attack
Target: One creature
Attack: Strength vs. Will
Hit: The target is dominated (save ends). Whenever the target fails the saving throw against this effect, you may summon a shadow minion in an empty square adjacent to the target.
Miss: The target is dominated until the end of your next turn.
Herald of the End (Shadow Knight Daily 29)
Daily * Necrotic, Shadow, Stance, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage and the target takes an ongoing 10 necrotic damage and cannot regain hit points (save ends both)
Miss: Half damage
Effect: You enter the stance of the end. While you are in this stance, any enemy that ends its turn adjacent to one of your shadow minions takes 10 necrotic damage and cannot regain hit points until the end of its next turn.
Shadow of Oblivion (Shadow Knight Daily 29)
Daily * Conjuration, Implement, Necrotic, Shadow
Free Action Close burst 5
Trigger: You summon a shadow minion in a square within range
Effect: The triggering shadow minion becomes a shadow of oblivion minion until the end of the encounter. It behaves exactly as a normal shadow minion except that it has hit points equal to your healing surge value. If your shadow of oblivion minion is destroyed or dismissed, you may designate any single shadow minion of yours to be a shadow of oblivion minion until the end of the encounter as a free action. Any enemy that ends its turn within 2 squares of your shadow of oblivion minion takes 10 necrotic damage and a -2 penalty to all saving throws until the end of its next turn. Once per encounter, you may use the following attack through your shadow of oblivion minion:
Standard Action Close blast 3
Target: All creatures in blast
Attack: Strength vs. Reflex
Hit: 3d6 + Strength modifier necrotic damage and the target takes an ongoing 20 necrotic damage and is marked (save ends both)
Miss: Half damage and the target is marked until the end of your next turn
Rend Soul (Shadow Knight Daily 29)
Daily * Healing, Implement, Necrotic, Shadow
Standard Action Melee touch or Ranged 5
Target: One creature
Attack: Strength vs Fortitude, Reflex, Will. You make one attack roll and compare the result against all three defenses. The target suffers the effect associated with the number of defenses the attack hit and all previous effects.
Hit (1 defense): 3d10 + Strength modifier damage and the target takes an ongoing 10 necrotic damage (save ends)
Hit (2 defenses): 1d10 necrotic damage and the target cannot recharge powers (save ends)
Hit (3 defenses): The ongoing damage increases to ongoing 20 necrotic damage and the target is stunned (save ends both)