The Shae

by JMacGaems

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Shadow Walker

Shae

A thin human, dressed in all black, drops down into a sand pit. In front of him stand a half-orc, greataxe in hand and muscles rippling. The half-orc thinks that he has it in the bag until he realizes that none of his hits have affected the human. With blinding speed the human finishes the half-orc, quickly grabbing the gold in the pot, and leaving.

Alone in the tower of a crazed wizard, the elf climbs the steps to the highest chambers. There the wizard lies in wait. The wizard attempts to end the fight before it begins by unleashing his most powerful spell onto the elf. With a quick flick of her wrist, the elf dismantles his magic and sends the spell hurling back at the caster.

The corrupt noble hides in his chamber. Outside his door, he can hear the sounds of his men being slaughtered. The sounds stop. He stands up and heads towards the door. A dagger clocked in shadow phases through the door plunging itself into his chest. He stumbles back and as he does a tiefling materializes in front of him holding the dagger.

Shadow Walkers are masters of infiltration and one-on-one combat that draw power from the Shadowfell to fuel a special type of magic the call Secrets. Each shae brings a different approach to combat. Some shadow walkers enjoy being on the front lines, some enjoy a more arcane approach, and some prefer to never be seen in the first place.

Cold and Calculating

The shadow walkers are seen by most to be heartless. This is probably due to the fact that during training they are taught to suppress their emotions. Doing this keeps them cool under pressure and when faced with hard decisions they never rush. They analyze the situation and proceed with the optimal choice.

Loyalty

Shadow Walkers usual live most of their life working for others as contract killers. Rarely do they make friends. However, if you do make friends with one, you are friends for life and if someone tries to hurt you even the gods would be powerless to save them.

Quick Build

You can make a Shadow Walker quickly by following these suggestions - First, Dexterity should be your highest ability score, followed by Charisma. Next, take either the Criminal or Urchin background.

Shadow Walker
Level Proficiency Bonus Features Shade Points
1st +2 Shadow Training
2nd +2 Shade Points, Secrets, Meditation 2
3rd +2 Shae Clans 3
4th +2 Ability Score Increase 4
5th +3 Extra Attack 5
6th +3 Shae Clans Feature 6
7th +3 Evasion 7
8th +3 Ability Score Increase 8
9th +4 Mind of Steel 9
10th +4 Mind of Steel (x2) 10
11th +4 Shae Clans Feature 11
12th +4 Ability Score Increase 12
13th +5 Advanced Shae Training 13
14th +5 Mind of Steel (x3) 14
15th +5 Double Take 15
16th +5 Ability Score Increase 16
17th +6 Shae Clans Feature 17
18th +6 Shae Ambition 18
19th +6 Ability Score Increase 19
20th +6 Shae Master 20

Class Features

As a Shadow Walker you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Shadow Walker level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shadow Walker level after 1st

Proficiencies


  • Armor: Light armor, Medium armor
  • Weapons: Simple weapons, Martial weapons
  • Tools: Thieves' tools
  • Saving Throws: Dexterity and Charisma
  • Skills: Choose three from: Acrobatics, Deception, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

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

Shae Training

At 1st level, your vigorous training with the walkers has trained your body to go beyond the limitations of a normal person. You gain the following benefits:

  • Your base movement speed increases by 5 feet.
  • You gain Darkvision, if your race did not already possess Darkvision, up to 30 ft.
  • You gain proficiency in stealth or deception. If your already proficient, you double your bonus.

Shade Points

At 2nd level, your connection to the Shadowfell allows you to harness energy called Shade Points. Your Shae level determines the number of points you have, as shown in the Shade Points column of the Shae table. You can spend these points to use various shae features. Expended shade points return after finishing a long rest, at the end of which you draw more energy back from the Shadowfell. Some of your shae features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Secrets Save DC= 8 + Proficiency bonus + Charisma Modifier

Secrets Attack modifier = your proficiency bonus + your Charisma Modifier

Shae Secrets

Starting at 2nd level, you learn 3 secret techniques that the walkers have created to make them more formidable in combat. Each secret takes an action to cast, costs 1 shade point, and has a Somatic component. At 5th level, you can expend two additional points to cast the enhanced version of a secret.

Kage

You take the shadows around you and wrap them around a target within 30 feet of you. The target must make a Charisma saving throw against your Secrets DC. On a failed save, you gain advantage on your first attack each round against the target. This effect persists for a number of rounds equals your Charisma modifier (minimum of 1). Only one creature can be targeted by this effect at a time. Creatures have advantage on saving throws against this feature if they have been affected by it within the last 24 hours.

enhanced

When you hit a target affected by kage for the first time that round with a melee weapon attack, you deal additional necrotic damage equal to 1d6 + half your level.

Cha

You attempt to mess with the mind of your foe making you a blur to them. Select a target within 30 feet of you. The target must make an Intelligence saving throw against your Secrets DC. On a failed save, the creature has disadvantage on attacks against you. This effect persists for a number of rounds equals your Charisma modifier (minimum of 1). Only one creature can be targeted by this effect at a time. Creatures have advantage versus on saving throws against this feature if they have been affected by it within the last 24 hours.

enhanced

You gain resistance to weapon damage dealt by the target.

Sha

You can manipulate the shadows of a target within 15 feet of you causing it to curl around the creature and constrict their movement. Make a melee secrets attack roll against the creature. On a hit, the target takes 2d8 necrotic damage and the creatures movement speed is halved until the start of you next turn.

This damage increase at 5th level (3d8), 11th level (4d8), and 17th level (5d8).

enhanced

When you enhance sha, the creature subtracts a 1d4 on the next saving throw it makes.

Meditation

Starting at level 2, you have learned to recover most of your used shade points. During a short rest you can recover up to half of your maximum shade points (rounded down). For example, if you have a max of 6 shade points and you start your rest with 2 you will gain 1 back.

Shadow Clans

The three Shadow clans were once one in the same however, the founder decided to split up the disciplines to ensure that no one walker was more powerful than him. He taught each of his sons a discipline and set them out into to the world to develop it and make it their own.

When you reach 3rd level, you gain additional training under a certain clan, all detailed at the end of the class description. Your clan grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Evasion

Beginning at 7th level, you can partially shift your body into the Shadowfell to avoid certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction and 1 shade point to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Mind of Steel

At 6th level, when you are subjected to a Wisdom or Intelligence saving throw, you can add your Charisma modifier to the roll. You make this choice after you see the roll, but before the DM says the results. You can use this ability once per long rest.

You can use this feature twice between long rests starting at 10th level and three times between long rests starting at 14th level.

Advanced Shae Training

At 11th level, all necrotic damage done from shae abilities ignore resistances and treats immunity as resistance against creatures marked by secrets. In addition, your movement speed increases by 5 feet and you gain resistance to necrotic damage.

Double Take

At level 15, once per turn, you can take an additional reaction by spending 1 shade points. You can only use one reaction per trigger.

Shae Ambition

At level 17, your expertise in battle gives you the edge on your enemies. When you roll initiative, you do so as advantage.

Shae Master

At 20th level, your shae training has finally completed and you have raised to the rank of master. You gain the following benefits

  • All necrotic damage done from shae abilities ignores resistance and immunity to all targets.
  • You gain Blindsight up to 15ft.
  • Your Dexterity and Charisma increase by 2 points each to a max of 22.

Shae Clans

Striker

Hard to Crack

Starting at level 3, your hit point maximum increase by 1 per shae level. In addition, when you land a melee attack you can spend 1 shade point to gain 1d10 + your Constitution modifier in temporary hit points. If you roll a 1 you can reroll it but you must take the new result. You can use this once per turn.

Tainted Blood

Starting at level 8, you score a critical hit on a 19. Whenever you roll a critical on the dice for a melee attack, the target takes 1d6 necrotic damage at the start of it's next turn. This damage increases to 2d6 at 18th level.

Flex

Starting at level 13, when an attacker that you can see hits you with an attack, you can use your reaction to reduce the damage. Choose any number of hit die up to your half your proficiency bonus (rounded down) to expend and expend a number of shade points equal to the amount of hit dice you chose. Roll the dice and subtract that number from the damage. If you roll any 1's you can reroll them but you must take the new results.

Crack in the Armor

Starting at level 18, as an action, expending 3 shade points, you can make a special attack. The attack deals normal damage and the target becomes vulnerable to the next attack you make against it.

Keeper

Limited Flexible Spell Casting

Spell Casting
Class Level Spell Level
3 1st
7 2nd
13 3rd
18 4th
Cantrips

At 3rd level, you know three cantrips of your choice from the shae spell list.

Preparing and Casting Spells

You can cast a spell using a number of shade points equal to the spells level. The table shows you the highest level of spell you can cast. You can prepare a number of spells equal to your proficiency bonus + 2. Once a day when you finish a short rest you can change one of your spells. When you finish a long rest you can change any number of your prepared spells.

Casting at Higher Levels

You can cast spells at higher levels by spending a number of shade points equal to the level you wish to cast the spell at.

Spellcasting Ability

Your spellcasting modifier is Charisma. If the spell requires the creature to make a saving throw the DC is equal to your Secrets DC. \columnbreak

Spellcasting Focus

You can use your weapon as a spellcasting focus for your Shae spells.

Well Researched

At 3rd level, your research has sharpened your skills. You can add half your proficiency bonus, rounded down, to any Wisdom or Intelligence ability checks or saving throws you make that doesn't already include your proficiency bonus.

Additionally, you can use your bonus action to recall spent shade points. You gain a number of shade points equal to your proficiency bonus. You cannot gain more shade points than your maximum using this feature. Once you use this ability you cannot use it again until you finish a long rest.

Power in Secrets

At 8th level, when you cast an enhanced secret or spell you can use your bonus action to make a weapon attack. When you do so you deal additional necrotic damage equal to your Charisma modifier.

Spell Breaker

Starting at 13th level, when you use counterspell or dispel magic you add half your proficiency bonus (rounded down) to the ability check.

In addition, when you successfully dispel or counter magic you gain 1 shade points.

Arcana Thief

At level 18, your thirst for knowledge allows you to learn on the fly. when you see or counter a spell cast within 60 feet you can use your reaction (not needed if you used Counter Spell) to make an arcana check (this cannot be used on 8th and 9th level spells). The DC equals 10 + the spells level. If you succeed on the check you can spend a number of points equal to the spells level to add this spell to your shae spell list. You can gain a number of spells this way equal to your Charisma modifier. Spells you learn using this feature cannot must not deal direct damage to a target, such as Fireball. However, if you were to learn the spell Simulacrum, you are not dealing direct damage even if you are using the clone in combat.

If you use this feature again you can switch out one of these spells. After seven days you lose access to the spell. If the spell that you copied is of 4th level or lower, the highest you can cast it as is 4th level. Spells of 5th, 6th, and 7th level can only be cast at their lowest level.

Casting spells at high levels are taxing on the body. You can only cast spells of 6th and 7th level twice per long rest.

In addition, if you can maintain a acquired spell in your spell list for a year it is permanently added to your spell list after which the spell no longer counts against the number of spell you can acquire using this feature.

Cantrips (0 Level)
  • Mage Hand
  • Message
  • Thaumaturgy
  • Friends
  • Minor Illusion
  • Guidance
  • Blade Ward
  • Dancing Lights
  • Mold Earth
1st Level
  • Charm Person
  • Feather Fall
  • Sleep
  • Identify
  • Fog Cloud
  • Absorb Elements
  • Detect Magic
  • Snare
  • Comprehend Languages
  • Bane
  • Alarm
2nd Level
  • Darkness
  • Misty Step
  • Alter Self
  • Knock
  • Spider Climb
  • See Invisibility
  • Find Traps
  • Pass without Trace
  • Locate Object
  • Arcane Lock
  • Silence
3rd Level
  • Nondetection
  • Counterspell
  • Glyph of Warding
  • Haste
  • Dispel Magic
  • Sending
  • Fly
  • Major Image
  • Magic Circle
  • Hypnotic Pattern
  • Tongues
4th Level
  • Arcane Eye
  • Dimension Door
  • Shadow of Moil
  • Banishment
  • Confusion
  • Leomund's Secret Chest
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Locate Creature
  • Freedom of Movement
  • Greater Invisibility

Jumper

Blinking Daggers

You always know the shadow daggers secret. Using the same bonus action, you can spend addition shade points up to your proficiency bonus to create additional daggers. The daggers that you do not hold in your hands float around your forearm. The duration of this secret increases to 1 hour.

When a creature or object you can see is hit by an attack using your shadow daggers, you can use your reaction to teleport to an unoccupied space of your choosing within 5 feet of the target. If there is no unoccupied space, then the ability is wasted.

Shift

At 3rd level, you can teleport to any of your shadow daggers within 30 feet of you as a bonus action. You know the exact location of all your daggers. If you attempt to teleport to a dagger located on a space that is occupied, you instead go to the nearest unoccupied space of your choosing.

The range of this ability increases to 60 feet at 13th level.

Anchor Point

As an action, you create an invisible sigil on a surface using 1 shade point. This sigil lasts until you take a short or long rest. While within 150 feet of the sigil you can use a bonus action and 2 shade point teleport back to it. Once you do so the sigil fades away.

Phasing Daggers

At 8th level, barriers cannot keep your blade from plunging into your target. When you throw your shadow dagger, you can spend 2 shade points to make it intangible. The dagger can phase through up to 5 feet of material (not lead). If after 5 feet the dagger is still going through solid material it returns back to you. The dagger can only go through one object.

Thirsting Daggers

Starting at 13th level, each time you reduce a dangerous creature (DM's discretion) to 0 hit points with a shadow dagger and kill them, you regain 1 spent shade point.

Chauffeur

At 13th level, when you use Sift you can bring one creature within 5 feet of you that is your size or smaller along with you.

Spectral Dagger

Starting at 18th level, your dagger bends to your will, twisting and turning and phasing through your enemies. As an action, and expending 3 shade points, choose up to 5 creatures you can see within the range of your dagger. Make a ranged attack against each creature. You can hit a target multiple times if there are at least 3 different targets. If all hits are successful you deal an extra 3d4 damage on each hit.

Shadow Walker

This class has been something that I have been working on for a long time (six months or so). It started off as a crazy multiclass that put together for a campaign that I was running. I am really proud of what I was able to create. I hope that everyone who views this can enjoy this class as well.

At the moment this class is in version one. There will probably be some small changes here in and there because this is a very resource heavy class.

The Shadow Walker is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Cover Art

Kaya, Orzhov Usurper MtG Art by Yongjae Choi

Please check out his other amazing pieces HERE

Those who helped

I want to thank reddit users prodoosh and itskuyaj for taking the time to look over and help balance the class.

Shadow Walker | Jordan McKoy
 

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