Class Features
As a Shadow Monarch, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Shadow Monarch level
- Hit Points at 1st Level: 10 + your constitution modifier
- Hit Points at Higher Levels: your hit points at level 1 + 1d10 + your constitution modifier for each level after 1st
Proficiencies
- Armor: none
- Weapons: simple, martial
- Tools: none
- Saving Throws: constitution, charisma
- Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a pair of daggers or (b) a longsword
- an explorer's pack
Shadow Monarch
Level | Proficiency Bonus | Features | Skill levels |
---|---|---|---|
1st | +2 | Shadow extraction | — |
2nd | +2 | Skill set | — |
3rd | +2 | Skill leveling | 1 |
4th | +2 | ability score increase | 2 |
5th | +3 | Extra attack, skill set improvement | 3 |
6th | +3 | ability score increase | 4 |
7th | +3 | shadow extraction improvement | 5 |
8th | +3 | ability score increase | 6 |
9th | +4 | domain of the monarch | 7 |
10th | +4 | ability score increase | 8 |
11th | +4 | skill set improvement | 9 |
12th | +4 | ability score increase | 10 |
13th | +5 | steel will | 11 |
14th | +5 | ability score increase | 12 |
15th | +5 | indomitable | 13 |
16th | +5 | ability score increase | 14 |
17th | +6 | skill set improvement | 15 |
18th | +6 | shadow exchange | 16 |
19th | +6 | ability score increase | 17 |
20th | +6 | domain of the monarch improvement | 18 |
Shadow Extraction
Drawing upon power given to you by the system, you have gained the ability to use powerful necromancy. You can now extract the shadows of creatures that have been slain. You cannot extract shadows from creatures that have been slain more than 3 days past. You cannot extract the shadows of creatures with a challenge rating higher than your level. The maximum number of shadows that you can extract is equal to your charisma modifier + your proficiency bonus. When extracting a shadow, you can us an action to approach the corpse and command it to arise. You get three tries per corpse. When commanding it to arise, make a charisma check with the DC set by the creature's challenge rating + the creature's charisma score or wisdom score, whichever is higher, - your proficiency bonus. You are considered proficient in this check. On a success, the creature arises as a a shadow on your next turn. A creature that has legendary resistance(s) can use them to resist the extraction. A creature can also choose not to resist the call, causing an auomatic success on the extraction check. The creature's statistics are the original statistics it had, with the shadow template applied. The shadow template is detailed at the end of the class description. At your DM's discretion, this feature may not work on undead.
Extracted shadows, when not being used, reside within the user's shadow. The user can also command the shadows to reside within the shadows of other creatures that are friendly towards the user. Shadows are unable to speak unless their challenge rating is 15 or greater, however most can communicate to an extent using grunts and gestures. Players and adventurers can also be made into shadows, in which case instead of challenge rating you would use their level for any checks and effects.
At level 7, the maximum number of shadows that you can summon is equal to your charisma modifier + double your proficiency bonus.
Skill set
At level 2, you can pick 1 skill from a list of skills detailed at the end of the class description. When first acquired the skill is set to level 1. At levels 5, 11, and 17, you can pick an additional skill from the list at the end of the class description. When you level up, you can choose to lose one skill you have learned and gain another, either transferring the levels from the skill that has been lost or distributing them between your skills, including the new skill.
Skill leveling
At level 3 you gain the ability to increase the levels of our skills. You gain 1 skill level point, and gain additional skill level points as you level up. You can use skill level points to raise the levels of your skills, as detailed at the end of the class description. When you level up, you can choose to move skill level points that have been assigned to skills to other skills.
Ability score increase
Okay I don't think I need to explain this one. It occurs (for this class) at levels 4, 6, 8, 10, 12, 14, 16, and 19.
Extra attack
I don't think I really need to explain this one either.
Domain of the Monarch
At level 9, your mastery over your necromancy has improved. Shadows that you control within 30 feet of you gain 10 temporary hitpoints, a +1 bonus to attack rolls, and a +1 bonus to armor class.
At 20th level, the radius of your domain extends 60 feet, and your shadows gain an additional +1 bonus to attack rolls and another 15 temporary hitpoints.
Steel will
At level 13, your experience with death and combat has taught you to fear nothing, and to love nothing. You become immune to the afraid and charmed status effects.
Indomitable
At level 15, your ability to fight has reached new heights. When you make an attack roll with disadvantage, you can choose to not have disadvantage. You can use this ability twice per long rest.
Shadow exchange
At 18th level, you have learned how to exchange your location with the location of one of your shadows. As an action, you can teleport to the location of one of your shadows, and the shadow teleports to your former location. You can use this feature once per long rest.
Shadow Template
The shadow template simply changes the creature type of the creature to undead, and gives vulnerability to radiant damage and resistance to necrotic damage. If the creature already had resistance to necrotic damage, it now has immunity. If the creature already had immunity to necrotic damage, it now regains hitpoints equal to 1/2 the necrotic damage if it would take necrotic damage. If creature already had vulnerability to radiant damage, it now gains the sunlight sensitivity feature.
Skills
fans of solo leveling please note not all of these abilities were taken from sung, I mixed it up a little bit since I didn't make subclasses for this class. Also, they aren't alphabetically sorted, sorry.
Critical Strike
Once per turn, creatures that are hit by you while you're wielding at least 1 dagger take an extra 1 damage of the appropriate type. For each level this ability gains, the damage increases by 1.
Bloodlust
As an action, you can channel the fierce aura of your extreme malevolence into the mind of creature you can see. The creature must succeed on a saving throw (DC is 8 + your charisma modifier + your proficiency bonus) or have the afraid status effect and be unable to take bonus actions or reactions. When this skill is leveled up, it increases the save DC by 1 each time this skill levels up.
Stealth
As an action, you can completely disguise your self, rendering yourself undetectable to any means short of 5th level or greater divination magic or Truesight until you cast a spell or make an attack. The maximum duration of this ability is one minute, or until you cast a spell or make an attack. Each time this skill levels up, increase the duration by one minute.
Dominator's touch
You learn the mage hand cantrip. Your mage hand is invisible. Each time this skill levels up, increase the amount of weight that your mage hand can carry by 5 lbs.
Bestial transformation
As an action, you can become bestial for up to one minute. While bestial, you gain 5 temporary hitpoints and a +1 bonus to damage. When this skill levels up, increase the temporary hitpoints by 5 and the damage bonus by 1.
Sensitive nose
You gain the ability to sense power as a distinct odor in your nose. Creatures within 60 feet of you with a challenge rating equal to or higher than your level register as having a powerfully foul odor. Adventurers with levels equal to or greater than your also register this way. When this skill levels up, double the radius each time it levels up.
Perceptive
You become freakishly perceptive. You gain proficiency in the perception skill, and your proficiency bonus for this skill is doubled. When this skill levels up, you gain an additional +1 bonus to your perception bonus and passive perception score each time this skill levels up.
Muscularity
You've trained your physical body to perfection. You gain proficiency in athletics, and have advantage on athletics checks made to interact with other creatures. In addition, your unarmed strikes deal 1d6 damage. When this skill levels up, add 1 to your bonus for unarmed strikes and athletics checks.
Status Recovery
Once per long rest, if you are suffering from the effects of a curse, disease, poison, or status effect, you can choose to end that effect. Each time this skill levels up you can use this feature once more per long rest.
Daily quest
Each day You are presented with anew challenge, given by the DM, and if you fail to complete it you are sent to a desert area where you have to survive attacks from many purple worms. However, if you complete the quest, you gain an item or an amount of gold as would be fitting for completing the quest, at the DM's discretion. The maximum quality of loot is a normal weapon or 50 gold. No being, including fellow adventurers, can assist you as you undertake a quest. Quests taken are taken by the player receiving a key which can be used at a nearby location, which they then travel to in order to use the key. The key can then be used at the location to open a gate to an instant dungeon which contains the quest. Time spent inside instant dungeons is 1/10 the time outside, so if you spent 10 days inside an instant dungeon only 1 day would have passed. You cannot gain exp from monsters killed in instant dungeons. When this skill levels up, the maximum becomes 1 common magic item, and for each successive level the maximum loot goes up another rarity category. Keep in mind, however, that this does effect the difficulty of the quest.
Sprint
As an action, you can double your movement speed for up to one minute. Each time this skill levels up, the duration is extended by another minute.
Critical Chain
If you successfully land two attacks on an opponent in one turn, you can make an additional attack. Each time this skill levels up you can make one additional attack, however once you miss with an attack you cannot continue with the rest of the attacks.
Crafter
Select one artisan's tool of your choice. Using this skill, you can generate a screen with a crafting table, into which you can place the appropriate materials by shoving them into the slots in the screen, and to pull things out, vice versa. When this skill levels up, you can choose to either:
- Gain a +1 bonus to a previously selected tool (which stacks with each level)
- Gain the ability to use the crafting area as an additional artisan's tool