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JBPuffin
2017-07-09, 03:31 AM
I worked up a shadow class inspired by a number of things, a major one being the Assassin and Shadow Power Source of 4e DND fame. Here's what I've had for some time now, ready for critique:



Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level


1
+2
Shadow Infusion, Wisp Magic
2
2
1
1st


2
+2
Fighting Style, Gloomsight
2
3
2
1st


3
+2
Onyx Path
2
4
2
2nd


4
+2
ASI
3
5
2
2nd


5
+3
Extra Attack
3
6
2
3rd


6
+3
Shadow Infusion Feature
3
7
2
3rd


7
+3
Night of the Soul
3
8
2
4th


8
+3
ASI
3
9
2
4th


9
+4
Cover of Darkness
3
10
2
5th


10
+4
Shadow Infusion Feature
4
10
2
5th


11
+4
Twilight Unveiling (6th Level)
4
11
3
5th


12
+4
ASI
4
11
3
5th


13
+5
Twilight Unveiling (7th Level)
4
12
3
5th


14
+5
Shadow Infusion Feature
4
12
3
5th


15
+5
Twilight Unveiling (8th Level)
4
13
3
5th


16
+5
ASI
4
13
3
5th


17
+6
Twilight Unveiling(9th Level)
4
14
4
5th


18
+6
Shadow Watchman
4
14
4
5th


19
+6
ASI
4
15
4
5th


20
+6
Midnight Master
4
15
4
5th

Hit Points:
Hit Dice: 1d8 per Nightshade level
Hit Points at 1st Level: 8+your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5)+ your Constitution modifier per Nightshade level after 1st
Proficiencies:
Armor: Light armor, shields
Weapons: Simple weapons, hand crossbows, shortswords
Tools: None
Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Intimidation, Religion, Sleight of Hand, or Stealth
Saving Throws: Constitution, Charisma
Equipment:
a) a shortsword or b) any simple weapon
a) a hand crossbow and twenty bolts or b) any simple weapon
a) a burglar's pack, b) a dungeoneer's pack, or c)
an explorer's pack
Leather armor, two daggers, a dark focus

Shadow Infusion:
At 1st level, a wisp of darkness from the Shadowfell enters your soul, imbuing you with necrotic energies. Not all infusions draw from the same shadow, however; select one of Child of Night, Noctumancer, or Wraith Infusion each of which is detailed at the end of this class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Wisp Magic:The wisp of Shadowfell energy grants you a measure of magical ability. See chapter 10 of the PHB for the general rules of spellcasting and the end of this class description for the nightshade spell list.
Cantrips
You know two cantrips of your choice from the nightshade spell list. You learn additional nightshade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Nightshade table.
Spell Slots
The Nightshade table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of you nightshade spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell inflict wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the nightshade spell list. The Spells Known column of the Nightshade table shows when you learn more nightshade spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new nightshade spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the nightshade spells you know and replace it with another spell from the nightshade spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your nightshade spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a nightshade spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a dark focus as a spellcasting focus for your nightshade spells. Some dark focuses and arcane focuses may be similar – an eyeball encased in crystal, a voodoo doll, a blood-stained obituary might be used by a nightshade or a necromancer – and some DMs may allow a multi-classed character to treat a single thematic object as both.


Fighting Style:
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
• Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
• Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
• Point Blank Shot: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. In addition, when you hit with a ranged weapon attack against a target within 15 feet of you, you gain a +2 to damage rolls with that weapon.
• Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Gloomsight:
Beginning at 2nd level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Onyx Path:
At 3rd level, you reach a milestone in your mastery of the wisp bound to your soul, walking along a boulevard of twisted dreams. You gain one of the following features of your choice.
• Blood-Stained Path: You walk a road drenched with the blood of your enemies. Whenever you deal damage with a simple weapon, hand crossbow, or shortsword, the target takes additional necrotic damage equal to your Charisma modifier. Additionally, once per turn when you kill a creature, you regain hit points equal to twice your Charisma modifier.
• Tomb-Paved Path: You follow a trail of gravestones, feeding off their energy to gird yourself from harm. Your hit point maximum is increased by 3 and increases by 1 again when you take a level in this class. In addition, when you aren’t wearing armor, your AC equals 10+your Dexterity modifier+your Charisma modifier.
• Grave-Cursed Path: You hear the whispers of fallen souls and heed their words, learning secrets beyond understanding. Choose three cantrips from any class’s spell list; while a dark focus is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. Additionally, with a 1-hour ritual, you can create a new dark focus.

ASI:
You know what these are.

Extra Attack:
Again, do I need to repeat the PHB?

Night of the Soul:
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Cover of Darkness:
Your wisp has enough invested power to provide some protection against harm. Beginning at 9th level, as your reaction, you can reroll a failed saving throw or ability check, taking the second result even if it’s worse. You can’t use this feature again until you finish a long rest.

Twilight Unveilings:
At 11th level, your wisp’s reach into the Shadowfell extends into new realms, granting you abilities unattainable to the simple acolyte. Choose one 6th-level spell from the nightshade spell list as your first unveiling. You can cast your unveiling spell once without expending a spell slot; you must take a long rest before you can do so again. At higher levels, you gain more nightshade spells of your choice than can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Twilight Unveilings when you finish a long rest.

Shadow Watchman:
Beginning at 18th level, the shadow you cast acts as a second set of eyes and ears. No attack roll has advantage against you while you aren’t incapacitated.

Midnight Master:
At 20th level, you open a permanent connection to the Shadowfell, allowing you to regain your expended spell slots with a moment of concentration. You can spend 1 minute drawing darkness into your soul to regain all your expended spell slots from your Wisp Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


Shadow Infusions
Not every wisp is woven from the same portion of the Shadowfell, and not every nightshade hones its wisp in the same way. Some allow it to invest their shadows with a form of independent consciousness, granting them a bosom companion which cannot be separated from them; others gather multiple wisps on their travels, reaching deeper into the stores of knowledge and power awaiting them in the realm of eternal night; and others still become shadows themselves, able to go with ease where others fear to tread.

Child of Night:– Few can say they are never alone; even completely isolated from all other mortals, your shadow grants you solace. After receiving your wisp, it became a being in its own right, an ally until death does you part. Until then, your constant ally aids you wholeheartedly, fighting on your behalf with all the ferocity of a wolf.
1st: Eternal Companion – Upon choosing the Child of Night Infusion, your shadow attains a semblance of life. As an action, you may unmoor your shadow from your body, materializing it in an unoccupied space within five feet of you. Your companion has a movement speed equal to your own, and you can telepathically command it (no action required) to move and take the Help or Use an Object actions on your turn, using your ability check modifiers when necessary. If it is ever more than 100 feet from you, it returns to you and must be rematerialized as an action. Your enemies cannot move through it or interact with it, and vice versa. Furthermore, when you cast a spell with a range of touch, your companion can deliver the spell as if you had cast the spell. You cannot have your eternal companion active while you have a familiar summoned, although it can function alongside other companions, such as that of the ranger.
6th: Tenebrous Servitor – Upon reaching 6th level, your eternal companion becomes a full-fledged creature in its own right. You may command it to take the Attack action, using your attack and damage rolls but not gaining the benefits of any of your class features, and it cannot take bonus actions or reactions. It gains a maximum hit point total equal to your Charisma score plus twice your nightshade level and uses your AC and saving throw modifiers; when reduced to 0 hit points, it remerges with you and cannot be materialized again until after 10 minutes have passed.
10th: Obscure Agent – At 10th level, you and your companion have reached a new echelon of connectivity. While your eternal companion is merged with you, you have advantage on Dexterity (Stealth) checks, your AC is increased by 2, and reduce the damage you take from weapon attacks by your nightshade level.
14th: Kindred Spirits – Beginning at 14th level, your eternal companion has reached almost full sentience, essentially becoming a clone of you. It may cast cantrips you know, benefit from your nightshade class features (excluding Extra Attack and Night of the Soul, and it cannot summon an Eternal Companion of its own), and use bonus actions and reactions like normal creatures.

Noctumancer:
Noctumancer – Where others have received a single wisp into their souls, you collect shards of the Shadowfell and harness their power more intently, a master of manipulating the twisted energies of that realm. The concentration of darkness inside you grants you greater mastery of your dark magics, allowing you greater access to the realm of eternal night’s best-kept secrets.
1st: Saturated by Shadows – Beginning at 1st level, when you first choose the Noctumancer Infusion, you gain a cantrip from any class, including this one. Additionally, whenever you cast a spell which deals damage as part of a spell’s effect, you may change that damage from its original type or types to necrotic.
6th: Eclipse of the Heart – As your wisp cohort grows, so does your ability to withstand both brilliant light and the life-draining force of the Shadowfell. At 6th level, you gain resistance to necrotic and radiant damage; if you already resist one or both of these, you cannot have this resistance negated by any effect less powerful than a wish spell.
10th: Fell Tempest – From 10th level onward once per day, you may use your action to unleash a torrent of devouring shadows upon those who challenge you. Choose a number of creatures within a 30-foot cone up to your nightshade level; each of these creatures must make a Constitution save against your nightshade spell DC as waves of necrotic energy flow over them. Those that fail the save take 8d8 necrotic damage, ignoring resistance and dealing half damage to creatures immune to it; those who succeed take half damage, ignoring resistance and dealing half damage to creatures immune to it. You regain the use of this ability after a long rest.
14th: Reservoir of Darkness – Upon reaching 14th level, you have acquired enough wisps to drink deeply of the Shadowfell’s power, deeper than most nightshades ever will. When you cast a nightshade spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. You may use this feature a number of times per day up to your Charisma modifier and regain all uses of this ability after a long rest.

Wraith: – You go where none can follow, an ethereal plague on those who dare oppose you and yours. Your Infusion makes you a leaf on the wind, light as a feather and able to disappear with a moment’s notice.
1st: Ebon Cloak – At 1st level, when you first choose the Wraith Infusion, your wisp allows you to disappear amidst even the slightest shadows; you can attempt to hide even when you are only lightly obscured by darkness. Additionally, you deal an additional 1d4 necrotic damage when you attack while hidden from the target. This additional damage increases to 2d4 at 6th level, 3d4 at 12th level, and 4d4 at 18th level.
6th: Fade Away – When you reach 6th level, your shroud of darkness grants you greater powers of concealment. As an action, you become invisible until the end of your next turn, becoming visible if you attack or cast a spell before then. You can use this ability a number of times equal to your Charisma modifier, and regain all uses of this ability after completing a long rest.
10th: Not Even There – You have subsumed enough darkness to become like fog or mist, drifting wherever you please; beginning at 10th level, you can move through other creatures and objects as if they were difficult terrain, taking 1d10 force damage if you end your turn inside a solid object.
14th: Scion of Shadows – Upon reaching 14th level, the wisp within you grants you the power to subjugate the souls of the slain. As an action, you may target a creature within 10 feet that has been dead for no longer than one minute, died violently, and was not a construct or undead. The target’s spirit (if intact) rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under your control, and can only have up to two specters under its (and thereby your) control at a time. You may only have three such wraiths at any one time. You regain the use of this ability after a long rest.

Cantrips – blade ward, chill touch, eldritch blast, mage hand, minor illusion, thaumaturgy, toll the dead, vicious mockery;
1st Level – bane, cause fear, detect evil and good, disguise self, expeditious retreat, false life, fog cloud, hex, inflict wounds, mage armor, puppet, sense emotion, silent image, unseen servant, zephyr strike;
2nd Level – blindness/deafness, cloud of daggers, darkness, invisibility, knock, mirror image, misty step, pass without trace, phantasmal force, see invisibility, silence, spider climb;
3rd Level – animate dead, bestow curse, blink, fear, feign death, gaseous form, hypnotic pattern, major image, nondetection, speak with dead, vampiric touch, water walk;
4th Level – dimension door, evard’s black tentacles, greater invisibility, phantasmal killer;
5th Level – abi-dalzim's horrid wilting, banishment, cloudkill, death ward, freedom of movement;
6th Level – circle of death, create undead, programmed illusion, true seeing;
7th Level – etherealness, finger of death, plane shift, project image;
8th Level – antimagic field, feeblemind, mind blank, trap the soul;
9th Level – astral projection, foresight, power word kill, weird

Sariel Vailo
2017-07-10, 03:40 PM
If you could put this in brewery id like it more.

zeek0
2017-07-24, 01:41 AM
Hey! I'm rather fond of shadow magics

Base classes are really hard, and this is no exception. This one is especially hard, because you have martial and spellcasting competing for dominance.

I wonder if it would work better if this was instead a slew of subclasses. A rogue, a fighter, and maybe a ranger? You'd keep the shadow feeling, while taking advantage of existing base classes.

I'm open to discussing this - let me know how you're thinking.

JBPuffin
2017-07-24, 09:47 PM
Hey! I'm rather fond of shadow magics

Base classes are really hard, and this is no exception. This one is especially hard, because you have martial and spellcasting competing for dominance.

I wonder if it would work better if this was instead a slew of subclasses. A rogue, a fighter, and maybe a ranger? You'd keep the shadow feeling, while taking advantage of existing base classes.

I'm open to discussing this - let me know how you're thinking.

I need a shadow base class in the same way there are divine and arcane base classes - while 5e is less power source focused, the distinctions are still there. From a mechanical standpoint, it's a warlock chassis with redesigned archetypes and a trade-in of invocations for preset class features. I'd like some help tightening the balance (it ought to be roughly warlock power level) without resorting to just making subclasses...and honestly? I don't see much design space for subclasses, regardless of the class - half the classes already have shadowy archetypes, and I can't see a way to build them for the ones that don't that'd distinguish them from other gish archetypes.