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School of Shadow Solo Leveling Wizard 5e Subclass - GM Binder

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School of Shadow

Shadow Extraction Shadow Familiars


2nd-Level Shadowmancy Feature 2nd-Level Shadowmancy Feature
May it be a blessing or curse. Your knowledge in the While your shadow is within 100 feet of you, you can
realm of death arcana has led you down a different path communicate with it telepathically. Additionally, as an
of necromancy. The ability to create shadows from souls action, you can see through your shadow's senses and
of creatures that have died. As a reaction, you must speak hear what it hears until the start of your next turn, gaining
the command Arise and any creature within 60 feet of you the benefits of any special senses that the shadow has.
whose CR is less than or equals your level dies. The During this time, you are deaf and blind with regard to
creature must make a Wisdom saving throw against your your own senses. When you are outside of combat, the
spell save DC. On a failed save, the entity’s soul and body time you can see through your shadows is 10 minutes. The
are devoured by your necromantic arcane energy into a duration increases to 1 hour at level 6, and 8 hours t level
shapeless darkness. After which they reform into a 14.
shadowed version of their previous being. To free a As an action, you can magically summon your
shadow from your subjugation, you must speak the word shadows. They appear in an unoccupied space of your
Release. When you create a shadow, one must be given a choice within 30 feet of you. You can summon only one
name as there is power and identity in such. shadow at a time. In combat, the shadows share your
Each creature is given a stat block that represents their initiative count, but take their turns immediately after
rank. You can only have a total number of shadows equal yours. They can move and use their reaction on their own,
to your proficiency bonus. When a shadowmancer reaches but the only action it takes on its turn is the Dodge action,
level 10 in their respective subclass, your proficiency is unless you take a bonus action on your turn to command
doubled for the subjugation when you perform Shadow them to take another action. That action can be one in
Extraction. You can perform Shadow Extraction a number their stat block or some other action. If you are
of times equal to your Intelligence modifier, and you incapacitated, the shadows can take any action of their
regain all expended uses when you finish a long rest. choice, not just Dodge.
After a creature makes a successful saving throw for Shadows remain active until reduced to 0 hit points.
the 3rd time against Shadow Extraction, their entire being You are limited to summoning only 1 shadow at level 2,
is lost to the void and cannot be raised from the dead by this increases to 2 at level 6, and 3 at level 10.
anything less than a True Resurrection or Wish spell. Any If a Shadow were to drop to 0, as a reaction, you can
fiends, denizens of the Nine Hells, or inorganic forms (i.e. expend a spell slot of 1st level or higher to have them
slimes) are immune to Shadow Extraction. instead expend their hit dice regaining half their hit points.
Shadows come in their own rank: normal, knight, elite Each rank requires a different cost: Normal 1st level,
knight, general, marshal, and grand marshal. You may only Knight 2nd level, Elite Knight 3rd level, General 4th level,
have one of each rank. Whenever you make a shadow that Marshal 5th level, Grand Marshal 6th level. Otherwise you
is of equal rank to one you already have. The new creature must wait until you finish a lost rest to restore the shadow
will take the place of the original one. Only shadows rank lost.
Elite Knight and above may have a magic weapon. They You gain more powerful shadows as you grow in
must follow attunement requirements. strength. Knight is unlocked at level 4, Elite Knight at level
8, General at level 12, Marshal at level 14, and Grand
Marshal at level 16. Each Shadow has its own stat block
Shadow Stat Blocks and 4 variations with unique abilities: Melee, Ranged,
The following stat blocks represents each Caster, Healer. If a creature’s ability is higher than that of
shadow. Shadows can only rank up at DM the stat block given, replace each ability score accordingly
discretion. to better represent their power. Whenever a new shadow
Most shadows have the same abilities rank has been gained, the Shadowmancer must have a
except higher ranked shadows can become creature slain and captured before use. They use your
more diverse. Allowing the Shadowmancer to proficiency bonus when making saves, ability checks, and
improve their utility. attack rolls. Their spellcasting ability modifier is
Unless noted otherwise, shadows from Intelligence.
Normal rank to Grand Marshal have the same
abilities and attacks albeit differing stats for
their attacks and abilities. As well General Shadow Combat classes and weapons
Rank to Grand Marshal rank have further
Melee
added abilities and attacks.
Fighter Longsword and shield
This is is for the sake of not overdoing any
Barbarian Greataxe
longer than it should be information wise.
Rogue Dagger
Ranged
Ranger Bow
Gunslinger Pistol
Mage Quarterstaff
Healer Maul
Fi

Normal Rank Shadow


Medium to Large, Unaligned

Armor Class 12 + PB
Hit Points 5 + three times your wizard level
Speed 40 ft walking + any additional movement
speed it had in its life
N
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 10 (+0)

Saving Throws DEX +2(+PB), CON +2(+PB), INT


0(+PB), WIS 0(+PB)
Skills Stealth +2(+PB), Acrobatics +2(+PB),
Whatever else it knew in life
Damage Resistances Acid, Cold
Damage Immunities Necrotic, Poison Sh
Condition Immunities Exhaustion, Frightened
Senses Darkvision 60 ft. + (whatever other
senses it had in life), Passive Perception 10
Languages Understand the Languages you
speak but cannot converse
Challenge ---
Proficiency Bonus equals your bonus

Amorphous. The shadow can move through a


space as narrow as 1 inch wide without
squeezing.
Shadow Stealth. While in dim light or darkness,
the shadow can take the Hide action as a
bonus action.
Actions
Fa
Multiattack. The shadow makes a number of
attacks equal to half their proficiency bonus
(rounded down).
Longsword. Melee Weapon Attack: +3(+PB) to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
slashing damage. B
Greataxe. Melee Weapon Attack: +3(+PB) to hit, Cu
reach 5 ft., one target. Hit: 9 (1d12 + 3)
slashing damage.
Dagger. Melee Weapon Attack: +2(+PB) to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing
damage. 3 (1d6) Sneak Attack
R
Longbow. Ranged Weapon Attack: +2(+PB) to
hit, reach 150/600 ft., one target. Hit: 6 (1d8 + O
2) piercing damage.
Pistol. Ranged Weapon Attack: +2(+PB) to hit,
reach 30/90 ft., one target. Hit: 6 (1d10 + 2)
piercing damage.
Avast ye! (Fighter Only). As part of an attack
action the shadow can lunge at a target
within 20ft. you can see from the shadow. On
hit, the shadow deals an additional 1d6
necrotic damage. The number of D6s go up
by 1 per shadow rank. (Recharge 5-6)
Knight Rank Shadow Elite Knight Rank Shadow
Medium to Large, Unaligned Medium to Large, Unaligned

Armor Class 14 +PB Armor Class 12(+PB)


Hit Points 5 + four times wizard level Hit Points 5 + five times wizard level
Speed 40 ft walking + any additional movement Speed 40 ft walking + any additional movement
speed it had in its life speed it had in its life

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 15 (+2)

Saving Throws DEX +4(+PB), CON +4(+PB), INT Saving Throws DEX +2(+PB), CON +5(+PB), INT
+1(PB), WIS +2(+PB) +4(+PB), WIS +2(+PB)
Skills Stealth +4(+PB), Acrobatics +4(+PB) Skills Stealth +2(+PB), Acrobatics +2(+PB),
Damage Resistances Acid, Cold, Fire, Lightning whatever skills it had in life
Damage Immunities Necrotic, Poison Damage Resistances Acid, Cold, Fire, Lightning,
Condition Immunities Exhaustion, Frightened, Thunder
Grappled, Paralyzed Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft. + whatever it had in Condition Immunities Exhaustion, Frightened,
life. Passive Perception 12(+PB) Grappled, Paralyzed, Petrified
Languages Understands the languages you Senses Darkvision 60 ft. + whatever it had in
speak, but cannot converse life. Passive Perception 13(+PB)
Challenge Rating --- Languages understands the languages you
Proficiency Bonus equals your bonus speak, but cannot speak
Challenge ---
Proficiency Bonus equals your bonus
Actions
Actions
Multiattack. The shadow makes a number of
attacks equal to half their proficiency bonus Multiattack. The shadow makes a number of
(rounded down). attacks equal to half their proficiency bonus
Longsword. Melee Weapon Attack: +3(+PB) to (rounded down).
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Longsword. Melee Weapon Attack: +5(+PB) to
slashing damage. hit, reach 5 ft., one target. Hit: 10 (1d8 + 5)
Greataxe. Melee Weapon Attack: +3(+PB) to hit, slashing damage.
reach 5 ft., one target. Hit: 9 (1d12 + 3) Greataxe. Melee Weapon Attack: +5(+PB) to hit,
slashing damage. reach 5 ft., one target. Hit: 12 (1d12 + 5)
Dagger. Melee Weapon Attack: +4(+PB) to hit, slashing damage.
reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing Dagger. Melee Weapon Attack: +2(+PB) to hit,
damage. 7 (2d6) Sneak Attack reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing
Longbow. Ranged Weapon Attack: +4(+PB) to damage. 14 (4d6) Sneak Attack
hit, reach 150/600 ft., one target. Hit: 8 (1d8 + Longbow. Ranged Weapon Attack: +2(+PB) to
4) piercing damage. hit, reach 150/600 ft., one target. Hit: 5 (1d8 +
Pistol. Ranged Weapon Attack: +4(+PB) to hit, 2) piercing damage.
reach 30/90 ft., one target. Hit: 9 (1d10 + 4) Pistol. Ranged Weapon Attack: +2(+PB) to hit,
piercing damage. reach 30/90 ft., one target. Hit: 7 (1d10 + 2)
piercing damage.
6t

General Rank Shadow A


Medium to Huge, Unaligned M

Armor Class 13(+PB)


Hit Points 5 + six times wizard level Q
Speed 40 ft walking + any additional movement
speed it had in its life
Lo
STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 22 (+6) 19 (+4) 12 (+1) 16 (+3)
G
Saving Throws DEX +3(+PB), CON +6(+PB), INT
+4(+PB), WIS +3(+PB)
Skills Stealth +3(+PB), Acrobatics +3(+PB), D
whatever skills it had in life
Damage Resistances Acid, Cold, Fire, Lightning,
Thunder, Bludgeoning, Piercing, and Slashing Lo
from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened,
Grappled, Paralyzed, Petrified, Poisoned Pi
Senses Darkvision 70 ft. + whatever it had in
life. Passive Perception 12(+PB)
Languages understands the languages you
speak, but can only be understood by you
Challenge ---
Proficiency Bonus equals your bonus

Conversation. Shadow soldiers who are at least


General are able to talk. However, only their
master can understand them
War Caster (Mage Only). The shadow has the
War Caster feat.
You need healing (Healer Only). Cast Mass
Cure Wounds (6th level). 2/day
Spellcasting. The General rank shadow is a
12th-level wizard/cleric spellcaster. Its
spellcasting ability is Intelligence (spell save
DC 12(+PB), +4(+PB) to hit with spell attacks).
The shadow has the same spells prepared as
the shadowmancer and has the same spell
slots as the shadowmancer if chosen as a
Caster. If a shadow was chosen as a Healer
then the healer has the following cleric spells
prepared:
Cantrips (at will): Guidance, Sacred Flame,
Spare the Dying, Toll the Dead, Word of
Radiance
1st level (4 slots): Bless, Cure Wounds, Guiding
Bolt
2nd level (3 slots): Hold Person, Lesser
Restoration, Spiritual Weapon
3rd level (3 slots): Daylight, Mass Healing Word,
Animate Dead
4th level (3 slots): Banishment, Death Ward,
Freedom of Movement
5th level (2 slots): Dawn (Necrotic (Dusk)), Flame
Strike
A
Marshal Rank Shadow M
Medium to Huge, Unaligned

Q
Armor Class 15(+PB)
Hit Points 5 + seven times wizard level
Speed 50 ft walking + any additional movement
speed it had in its life Lo

STR DEX CON INT WIS CHA


G
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)

Saving Throws DEX+5(+PB), CON+5(+PB), D


INT+4(+PB), WIS+3(+PB)
Skills Stealth +5(+PB), Acrobatics +5(+PB),
whatever skills it had in life
Damage Resistances Acid, Cold, Fire, Lightning, Lo
Thunder, Bludgeoning, Piercing, and Slashing
from Nonmagical Attacks
Damage Immunities Necrotic, Poison Pi
Condition Immunities Exhaustion, Frightened,
Grappled, Paralyzed, Petrified, Poisoned,
Prone
Senses Darkvision 80 ft. + whatever it had in
life. Passive Perception 13(+PB)
Languages understands the languages you
speak, but can only be understood by you
Challenge Rating ---
Proficiency Bonus equals your bonus

Spellcasting. The Marshal rank shadow is a


13th-level wizard/cleric spellcaster. Its
spellcasting ability is Intelligence (spell save DC
12(+PB), +4(+PB) to hit with spell attacks). The
shadow has the same spells prepared as the
shadowmancer and has the same spell slots as
the shadowmancer if chosen as a Caster. If a
shadow was chosen as a Healer then the healer
has the following cleric spells prepared:
Cantrips (at will): Guidance, Sacred Flame,
Spare the Dying, Toll the Dead, Word of
Radiance
1st level (4 slots): Bless, Cure Wounds, Guiding
Bolt
2nd level (3 slots): Hold Person, Lesser
Restoration, Spiritual Weapon
3rd level (3 slots): Daylight, Mass Healing Word,
Animate Dead
4th level (3 slots): Banishment, Freedom of
Movement
5th level (2 slots): Dawn (Necrotic (Dusk)),
Greater Restoration
6th level (1 slot): Harm, Heal
7th level (1 slot): Fire Storm, Plane Shift
A
Grand Marshal Rank Shadow M
Medium to Huge, Unaligned
M
Armor Class 17(+PB)
Hit Points 5 + eight times wizard level
Speed 50 ft walking + any additional movement Q
speed it had in its life

Lo
STR DEX CON INT WIS CHA
26 (+8) 24 (+7) 24 (+7) 22 (+6) 18 (+4) 16 (+3)

G
Saving Throws DEX+7(+PB), CON+7(+PB),
INT+6(+PB), WIS+4(+PB)
Skills Stealth +7(+PB), Acrobatics +7(+PB),
whatever skills it had in life D
Damage Resistances Acid, Cold, Fire, Lightning,
Thunder, Bludgeoning, Piercing, and Slashing
from Nonmagical Attacks Lo
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened,
Grappled, Paralyzed, Petrified, Poisoned,
Prone, Restrained Pi
Senses Darkvision 90 ft. + whatever it had in
life. Passive Perception 12(+PB)
Languages understands the languages you
speak, but can only be understood by you
Challenge Rating ---
Proficiency Bonus equals your bonus

Spellcasting. The Grand Marshal shadow is a


16th-level wizard/cleric spellcaster. Its
spellcasting ability is Intelligence (spell save
DC 14(+PB), +6(+PB) to hit with spell attacks).
The shadow has the same spells prepared as
the shadowmancer and has the same spell
slots as the shadowmancer if chosen as a
Caster. If a shadow was chosen as a Healer
then the healer has the following cleric spells
prepared:
Cantrips (at will): Guidance, Sacred Flame,
Spare the Dying, Toll the Dead, Word of
Radiance
1st level (4 slots): Bless, Cure Wounds, Guiding
Bolt
2nd level (3 slots): Hold Person, Lesser
Restoration, Spiritual Weapon
3rd level (3 slots): Daylight, Mass Healing Word,
Animate Dead
4th level (3 slots): Banishment, Death Ward,
Freedom of Movement
5th level (2 slots): Dawn, Flame Strike, Greater
Restoration
6th level (1 slot): Harm, Heal, Planar Ally (Fiend)
7th level (1 slot): Fire Storm, Plane Shift
8th level (1 slot): Earthquake, Holy Aura
Shadow Preservation Shadowmancer’s Domain
6th-Level Shadowmancy Feature 14th-Level Shadowmancy Feature
As an action, you can attach a shadow onto a creature As an action, for 1 minute all shadows within a 30 ft
you can see within 30 feet. The creature must naturally radius surrounding the Shadowmancer are granted an
have a shadow. Invisible creatures are immune to Shadow improvement to their fighting stature. Any shadow that
Preservation such as your own shadows, Invisible stalkers, starts their turn within the domain gains temporary hit
etc. If it is a willing creature the shadow attaches without points equal to your level. While within the Domain
issue, but if it is unknowing or unwilling they must make a shadows deal an extra 2d6 necrotic damage and gain
Charisma saving throw against your spell save DC. If the advantage on saving throws. All shadows movement
target succeeds, they become immune to this ability for 24 speed and melee reach is increased by 10 feet. They may
hours. also add your proficiency bonus to damage from spells,
While a shadow is attached to a creature you have ranged attacks, and melee attacks.
knowledge of their location while they are on the same Any creature that dies in the domain gains disadvantage
plane as you. When you try to look through a creature against Shadow Extraction.
whom you attached to unwillingly, they must make a Once you use this ability you cannot use it again until
wisdom saving throw against your spell DC. On a failed you take a short or long rest.
saving throw you act as if you were using the Scrying spell
on them through your shadows eyes, on a successful Disclaimer
saving throw it takes no effect and the creature is immune I did not create any of the artwork myself Copyright
to this ability for 24 hours. Disclaimer Under Section 107 of the Copyright Act 1976,
When you summon creature using Shadow Preservation allowance is made for "fair use" for purposes such as
to fight, they unwilling creature makes another saving criticism, comment, news reporting, teaching, scholarship,
throw if the Shadowmancer attempts to reattach. Any and research. Fair use is a use permitted by copyright
creature who has a fails a saving throw against Shadow statute that might otherwise be infringing. Non-profit,
Preservation has no knowledge of the shadow unless educational or personal use tips the balance in favor of fair
disclosed in some form. use.
You can use this ability equal to your INT modifier
(minimum 1), you regain all uses when you finish a long
Images credit: Manwha Solo Leveling Artist:
rest.
Chugong
Cover Image Credit: Shienso
Shadow Exchange
10th-Level Shadowmancy Feature
While conscious, you can sense the direction to each of
your shadows' locations as long as they are within 1 mile
of you.
Any Spell cast from a shadow that deals
radiant damage is changed to Necrotic
As an action, you can magically exchange places with
instead.
one of your shadows within 1 mile of you. You can bring
along objects as long as their weight doesn't exceed what
you can carry. You can also bring one willing creature of
your size or smaller who is carrying gear up to its carrying
capacity. The creature must be within 5 feet of you when
you use this ability.
If you were to arrive in a place already occupied by an
object or a creature other than your shadow, you and any
creature traveling with you each take 4d6 force damage,
and the ability fails to teleport you.
Once you use this ability you cannot use it again until
you take a long rest. Once you reach level 14, you may do
this twice per long rest.
Modified the gunslinger's Fan the Hammer

Updates
ability.

When
Cover Art: Skiorh

Needed Please feel free to give me critique. Always looking


to improve my ability to create homebrew. Safe
Major Update: Health for each shadow is now homebrewing to all!

scaled similar to Wildfire druid without each


shadow's Constitution modifier. Cut max
potential health by half.

Update: Minor wording updates here and there


such as Shadow Extraction usage. As well level
improvement to Shadow Familiars.

Transcribing this class on DNDBeyond for those


who are interested. Haiiro_No_Okami is my
DDB user.

Text for each level in a more appropriate


manner.

Rulings for shadows in notebox vs class feature


fixed.

Shadow action save DCs changed for simplicity.

Working on understanding how to watermark


pictures.

Reduced Shadow movement speed.

Increased Marshal recruitment level to give a


little more variety.

Clarified the Ranger Shadow's Shadow Rain


distance.
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