Ghost Dragon
2015-02-26, 04:29 AM
Well, here is another 3.5 PrC morph into 5e, the Shadowbane Stalker from CA. As usual still in design phase so comments and suggestions are most welcome. Thanks :smallbiggrin:
Edit: As of 02/07/2018 the NEW Shadowbane Stalker is here, complete overhaul again (left the OLD one in there as a reference/just in case). Please PEACH as I like this much better, and the only thing I really feel like I need feedback on is the third level ability Sacred Guidance (Both spellcasting and Sacred Guidance are attempting to stick as close as possible to Arcane Trickster in both power and application). By the same token if you see anything in the other features that seems off or odd please point it out, but most of them are ports from other published material anyways. Cheers!
Shadowbane Stalker
Some rogues dedicated to the worship of a deity enhance their skills of stealth and investigation with divine magic. Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviours and defenders of the truth. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go.
Spellcasting
When you reach 3rd level, your dedication to your deity and the hunt for its enemies empowers you with divine spellcasting ability.
Cantrips. You learn three cantrips from of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots. The Shadowbane Stalker spellcasting table (See Arcane Trickster spellcasting table) shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast bless using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice, two of which must come from the cleric spell list. The third spell must come from the paladin spell list. The Spells Known column of the Shadowbane Stalker spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from either the cleric spell list or the paladin spell list.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list, unless you’re replacing the spells you gained at 8th, 14th, or 20th level. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Channel Divinity
When you take this archetype at 3rd level, you gain the ability to channel divine energy to fuel magical effects. When you use your Channel Divinity, if you have more than one option, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Channel Divinity: Sacred Strike
Starting at 3rd level, as an action you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, the weapon deals radiant damage and you add an extra 1d6 + your Wisdom modifier to all damage rolls made with that weapon (with a minimum bonus of +1). If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Channel Divinity: Sacred Defense
At 13th level, as an action you can empower yourself with positive energy, using your Channel Divinity. For 1 minute, you add your Wisdom modifier to your AC and saving throws (with a minimum bonus of +1). If you fall unconscious, this effect ends.
Holy Pursuit
Beginning at 9th level, you can use the divinity within you to empower your ability to hunt your foes. As a bonus action, you expend a spell slot and choose one of the following creature types: aberrations, celestials, elementals, fey, fiends, or undead. You choose the creature type each time you activate this class feature. You gain advantage on any Stealth, Insight, Investigation, Deception, Perception or Survival checks you make while interacting with or investigating the chosen creature type. You can activate this feature a second time to choose another creature, but you lose all benefits of the first activation. This ability lasts a number of hours equal to your Wisdom modifier + the level of spell slot expended.
Divine Speed
Starting at 13th level, you have advantage on initiative checks, and creatures have disadvantage on saving throws they make against any spell you cast during the first round of combat.
Shadows Bane
At 17th-level, as an action, you can assume the form of a true stalker of evil. For 1 minute, light shines from your eyes and spectral radiance suffuses your body. For the duration, you regain 5 hit points at the start of every turn as long as you have 1 hit point remaining, and you have advantage on all saving throws against spells. Once you use this feature, you cannot use it again until you complete a long rest.
Shadowbane Stalker
Some rogues dedicated to the worship of a deity enhance their skills of stealth and investigation with divine magic. Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviours and defenders of the truth. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go.
3rd level Spellcasting
When you reach 3rd level, your dedication to your deity and the hunt for their enemies empowers you with divine spellcasting ability.
Cantrips. You learn three cantrips: guidance and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots. The Shadowbane Stalker spellcasting table (See Arcane Trickster spellcasting table) shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast bless using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level spells: wrathful smite and two other 1st-level spells of your choice which you must choose from the cleric spell list. The Spells Known column of the Shadowbane Stalker spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. You learn specific spells when you reach certain levels in this class that are included in your spells known spell casting table. At 8th level you learn pass without trace, at 14th level you learn blinding smite, and at 20th level you learn charm monster.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spellcasting Focus. You can use a holy symbol (found in chapter 5) as a spellcasting focus for your shadowbane stalker spells.
Sacred Guidance
Starting at 3rd level, you feel the hand of your deity upon your shoulder, weakening your enemies resolve whilst bolstering yours, and guiding your swift and fluid combat style to strike true against them. You may use the bonus action granted by your Cunning Action to cast guidance, and when targeting yourself you can use guidance in the following additional ways:
• As part of the action you use to cast guidance, you may roll the d4 and gain temporary hit points equal to the number rolled. The temporary hit points are lost at the start of your next turn.
• As part of the action you use to cast guidance, you may roll the d4 and add the number rolled to your passive Dexterity (Acrobatics) score, which is contested by the Wisdom (Perception) check of a creature you can see within 5 feet of you that isn’t incapacitated. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it, and that creature can’t make opportunity attacks against you. This benefit lasts until the start of your next turn.
Divine Stamina
Beginning at 9th level, the divine magic flowing through you makes you immune to disease, and you gain proficiency in Constitution saving throws.
Stalker’s Rebuke
Starting at 13th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can’t use it again until you finish a short or long rest.
Sacred Strike
At 17th level, you learn to use your divine insight to exploit a creature’s weaknesses, unleashing a sacred strike against it. Whenever your Sacred Guidance feature successfully allows you to use your Sneak Attack on a creature and you score a hit, your Sneak Attack damage against that creature increases by 3d6, and all the damage you deal to the creature with that attack is radiant damage.
Edit: As of 02/07/2018 the NEW Shadowbane Stalker is here, complete overhaul again (left the OLD one in there as a reference/just in case). Please PEACH as I like this much better, and the only thing I really feel like I need feedback on is the third level ability Sacred Guidance (Both spellcasting and Sacred Guidance are attempting to stick as close as possible to Arcane Trickster in both power and application). By the same token if you see anything in the other features that seems off or odd please point it out, but most of them are ports from other published material anyways. Cheers!
Shadowbane Stalker
Some rogues dedicated to the worship of a deity enhance their skills of stealth and investigation with divine magic. Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviours and defenders of the truth. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go.
Spellcasting
When you reach 3rd level, your dedication to your deity and the hunt for its enemies empowers you with divine spellcasting ability.
Cantrips. You learn three cantrips from of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots. The Shadowbane Stalker spellcasting table (See Arcane Trickster spellcasting table) shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast bless using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice, two of which must come from the cleric spell list. The third spell must come from the paladin spell list. The Spells Known column of the Shadowbane Stalker spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from either the cleric spell list or the paladin spell list.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list, unless you’re replacing the spells you gained at 8th, 14th, or 20th level. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Channel Divinity
When you take this archetype at 3rd level, you gain the ability to channel divine energy to fuel magical effects. When you use your Channel Divinity, if you have more than one option, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Channel Divinity: Sacred Strike
Starting at 3rd level, as an action you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, the weapon deals radiant damage and you add an extra 1d6 + your Wisdom modifier to all damage rolls made with that weapon (with a minimum bonus of +1). If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Channel Divinity: Sacred Defense
At 13th level, as an action you can empower yourself with positive energy, using your Channel Divinity. For 1 minute, you add your Wisdom modifier to your AC and saving throws (with a minimum bonus of +1). If you fall unconscious, this effect ends.
Holy Pursuit
Beginning at 9th level, you can use the divinity within you to empower your ability to hunt your foes. As a bonus action, you expend a spell slot and choose one of the following creature types: aberrations, celestials, elementals, fey, fiends, or undead. You choose the creature type each time you activate this class feature. You gain advantage on any Stealth, Insight, Investigation, Deception, Perception or Survival checks you make while interacting with or investigating the chosen creature type. You can activate this feature a second time to choose another creature, but you lose all benefits of the first activation. This ability lasts a number of hours equal to your Wisdom modifier + the level of spell slot expended.
Divine Speed
Starting at 13th level, you have advantage on initiative checks, and creatures have disadvantage on saving throws they make against any spell you cast during the first round of combat.
Shadows Bane
At 17th-level, as an action, you can assume the form of a true stalker of evil. For 1 minute, light shines from your eyes and spectral radiance suffuses your body. For the duration, you regain 5 hit points at the start of every turn as long as you have 1 hit point remaining, and you have advantage on all saving throws against spells. Once you use this feature, you cannot use it again until you complete a long rest.
Shadowbane Stalker
Some rogues dedicated to the worship of a deity enhance their skills of stealth and investigation with divine magic. Those they name as heretics or servants of evil call them zealots. Those they protect from darkness call them saviours and defenders of the truth. Whatever their label, shadowbane stalkers rank as some of the most feared individuals wherever they go.
3rd level Spellcasting
When you reach 3rd level, your dedication to your deity and the hunt for their enemies empowers you with divine spellcasting ability.
Cantrips. You learn three cantrips: guidance and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots. The Shadowbane Stalker spellcasting table (See Arcane Trickster spellcasting table) shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast bless using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level spells: wrathful smite and two other 1st-level spells of your choice which you must choose from the cleric spell list. The Spells Known column of the Shadowbane Stalker spellcasting table (See Arcane Trickster spellcasting table) shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. You learn specific spells when you reach certain levels in this class that are included in your spells known spell casting table. At 8th level you learn pass without trace, at 14th level you learn blinding smite, and at 20th level you learn charm monster.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spellcasting Focus. You can use a holy symbol (found in chapter 5) as a spellcasting focus for your shadowbane stalker spells.
Sacred Guidance
Starting at 3rd level, you feel the hand of your deity upon your shoulder, weakening your enemies resolve whilst bolstering yours, and guiding your swift and fluid combat style to strike true against them. You may use the bonus action granted by your Cunning Action to cast guidance, and when targeting yourself you can use guidance in the following additional ways:
• As part of the action you use to cast guidance, you may roll the d4 and gain temporary hit points equal to the number rolled. The temporary hit points are lost at the start of your next turn.
• As part of the action you use to cast guidance, you may roll the d4 and add the number rolled to your passive Dexterity (Acrobatics) score, which is contested by the Wisdom (Perception) check of a creature you can see within 5 feet of you that isn’t incapacitated. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it, and that creature can’t make opportunity attacks against you. This benefit lasts until the start of your next turn.
Divine Stamina
Beginning at 9th level, the divine magic flowing through you makes you immune to disease, and you gain proficiency in Constitution saving throws.
Stalker’s Rebuke
Starting at 13th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can’t use it again until you finish a short or long rest.
Sacred Strike
At 17th level, you learn to use your divine insight to exploit a creature’s weaknesses, unleashing a sacred strike against it. Whenever your Sacred Guidance feature successfully allows you to use your Sneak Attack on a creature and you score a hit, your Sneak Attack damage against that creature increases by 3d6, and all the damage you deal to the creature with that attack is radiant damage.