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Shadowmancer - The Homebrewery

The Shadowmancer class specializes in deceit and darkness, gaining various features and abilities as they level up. They can summon shadows, cast basic spells, and improve their abilities through score enhancements. Key features include Extra Attack, Shadow Rush, and the ability to create shadowy weapons and armor, enhancing their combat effectiveness and versatility.

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0% found this document useful (0 votes)
144 views2 pages

Shadowmancer - The Homebrewery

The Shadowmancer class specializes in deceit and darkness, gaining various features and abilities as they level up. They can summon shadows, cast basic spells, and improve their abilities through score enhancements. Key features include Extra Attack, Shadow Rush, and the ability to create shadowy weapons and armor, enhancing their combat effectiveness and versatility.

Uploaded by

steveroman854
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Shadowmancer Proficiency

Shadowmancers are masters of deciet and darkness. Level


1st
Bonus
+2
Features
Arcane
Shadows Arcana
+1 1
2nd +2 +2 1
Class Features 3rd +2 Shadowmancer +3 2
As a shadowmancer, you gain the following class Specialist
features 4th +2 Ability Score
Improvement
+3 2

Hit Points 5th +3 +4 3


Hit Dice:1d8 per shadowmancer level 6th +3 Extra Attack +5 3
8 + your Constitution modifier
Hit Points at 1st Level: 7th +3 +5 4
Hit Points at Higher Levels:1d8 (or 6) + your 8th +3 Ability Score +6 4
Constitution modifier per shadowmancer level after Improvement
1st 9th +4 +7 5
10th +4 +8 5
Proficiencies
Armor: Light Armor 11th +4 Emperor of Shadows +9 6

Weapons: Simple weapons 12th +4 Ability Score


Improvement
+10 6

Tools: Disguise kit 13th +5 +10 7


Saving Throws: Dexerity, Intelligence 14th +5 Shadow Lord +11 7
Skills: Choose two from Insight, Persuasion, Deception, 15th +5 +12 8
Intimidation, Stealth, Athletics, or Animal Handling. 16th +5 Ability Score +13 8
Improvement
Equipment 17th +6 Shadow Shard +13 9
You start with the following equipment, in addition to 18th +6 +14 9
the equipment granted by your background: 19th +6 +15 10

(a) a simple weapon and disguise kit (b) a purse


20th +6 Shadow Rush +15 10

containing 25gp and a dagger Shadow Summon


(a) loyal shadow or (b) any light armor and weapon As a wielder of shadows, you can summon a variety of
A rare tome to keep track of shadows and spells. shadows to assist you as a free action once per turn.
The Shadowmancer Slain creatures give you one shadow which is recorded
in your tome
Armor: You create a shadowy veil of protection
around you. Until your next turn, your AC increases
temporarily by the amount of shadows you spend on
this skill.
Weapon: Your conjure a temporary weapon with
shadows, you have proficinecy in it, and gain advantage
with it if you are in a dimly lit area or darkness. It lasts
until your next turn and acts as a regular sword dealing
1d6 magic slashing damage. Each shadow spent
increases the hit and damage by one.
Summon: You may summon the shadow of a creature
you have killed. The summon is adjacent to you and
lasts sixty seconds, has an AC of 0, 1/10th of their
original hit points rounded down, and may take dash as
a bonus action. Each shadow absorbed by the summon
increases its duration by 60 sixty seconds, AC by 2, and
health by 1/10th a maximum of ten times.
Shadows expelled can be recorded in your tome and
restored by sacrificing another shadow to them.
Arcane absorbed. You may own a total of five shadow shards,
While not entirely a master of magic, you show strange increasing your potential shadow limit to a maximum of
knowledge for basic spells. Using arcana, you can cast a 20.
spell at its base level so long as you meet the level
requirement. Arcana replenishes at the end of a long Shadow Rush
You release all of your shadows, keeping them
rest. You use arcana equal to the level of the spell documented in your tome. In this moment, you gain the
casted. Similar to a wizard, you need a spell book and benefits of a long rest except for using this ability again.
material componants to cast a selected spell. Unlike a Any creatures within 30ft of you take 1d8 necrotic
wizard, your magic is not limited nor restricted, damage per shadow released. You may only use this
allowing you to cast magic from any other class. ability when you have 15 shadows, and you may only
Cantrips cost one arcana. Casting the wish spell has a use it once per long rest. Any creatures killed by this
50% chance for you to lose the ability to cast it after attack will become 1d10 temporary hitpoints for you or
suffering from stress. For all spells you have a neutral any allies that you allocate them to, but you will not
spell casting modifier. collect their shadows.
Shadowmancer Specialist
You become adept in the control of shadows, allowing
you to specialize in a specific area of summoning. This
mastery unlocks class features at 3rd level and again at
7th, 10th, 14th, 17th, and 20th level..
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and
16th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
your choice by 1. You can’t increase an ability score
above 20 using this feature.
Extra Attack
Beginning at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Shadow General
At 9th level, you may selected a shadow and upgrade it.
Your general can take the form of armor, weapon, or a
summon. A general may be reinforced with five
shadows and will be summoned with the benefit of five
shadows. This increases the potential maximum power
of the item. Ex. Summon having 150% hitpoints and 15
AC. Its duration also increases depending on the souls
stored. Armor and weapons lasting up to three turns
and summons lasting up to 300 seconds.
Emperor of Shadows
At 11th level, the number of free actions relating to
shadows increases to three.
Shadow Lord
At 14th level, you produce a dark aura around you that
spans out 30ft. You may summon any shadows in this
area rather than adjacent to you. If you have any shadow
summons in sight, you may swap places with them
instantly. Furthermore, any shadows brought to your
location gain an opportunity attack on any creatures in
melee range from where you were.
Shadow Shard
Once per long rest you may store a shadow into a
crystal to hold it. When this crystal is broken, it can be

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