Arkarion
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Hey,
ich habe mich heute daran gemacht meine erste eigene Subclass zu bauen. Wieso?
Ich will einen Rogue spielen aber verglichen mit anderen Classes in D&D haben Rogue wenig Auswahl an Subclasses und noch dazu sind viele z.B. Mastermind und Inquisitive zwar interessant, bieten aber nicht wirklich was.
Einen Metarogue der Thief, Assassin, Swashbuckler, Arcane Trickster spielt wollte ich allerdings auch nicht. Phantom (UA - Playtest Content) sagt mir zwar zu aber passt nicht wirklich zu was ich mir als Charakter vorstelle.
Was ich brauche ist ein Shadow-Rogue.
Ich habe mir viele Ansätze für Shadow Thief, Master of Shadow, Shadow Assassin, usw ... angesehen aber keiner war wirklich ausgereift und verglichen mit anderen Subclasses wie Swashbuckler, Thief oder Arcane Trickster haben sie zu wünschen übrig gelassen.
Das hier ist eine erste eigene Version und ich bin gerade damit fertig geworden also seid nett wenn ihr Feedback gebt oder Ideen zum Balancing habt.
Von den Abilities her bin ich eigentlich ganz zufrieden. Die "Shadow Actions" hab ich an vorhandene spells angelehnt womit diese Subclass in die Richtung Arcane Trickster geht aber mit fixen Fähigkeiten die Schatten nutzen anstelle einer Auswahl an spells.
Die Stärke dieser Subclass kommt vom level 3 Feature Shadow Energy während die Subclass Features mehr für Utility und Spielraum für den DM gedacht sind. (Jemand Interesse an einem Seitenabenteuer oder auch mehreren in den Shadowrealm? Beim ersten mal vielleicht unbeabsichtigt eingetreten und jetzt sucht man nach einem Weg raus?)
Wenn ihr mehr von mir sehen wollt schreibt mir gerne eine PM mit einer Idee für eine Class, Subclass oder auch Race.
Shadowmaster
Diving in and out of shadows is not something you can learn. It is a gift given to you either by a powerful entity or the shadows themselves. How did you discover this grim power? Did you get possessed by a shadow fiend? Or did the shadows reach out to you?
There is no color or light in Shadowfell, the Plane of Shadows. There is no sun, moon or stars adorning the vault of the inky black sky. Everything looks as if the color had leeched out, leaving nothing but black and white. The Shadow Thief draws power from the plane but normally doesn't step into it completely. (Which doesn't mean they never do. Looking at you DM's)
Shadow Energy
At 3rd level, you learn to dive into and control shadows as you feel a connection to the shadow realm. When a life ends in your presence, the shadow of that creature lingers for a moment and you're able to consume the shadow energy: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and the shadow turns to a black mist with a blue shimmer to it as it drawn to your hand, shadow energy.
You can consume a maximum number of shadows equal to your proficiency bonus + your wisdom modifier. You can expend shadows to perform shadow actions. Some of these actions require a saving throw from the target. The DC is calculated as follows:
Shadow save DC = 8 + your proficiency bonus + your wisdom modifier
As long as you have shadow energy coursing through your body you double your proficiency bonus on stealth checks. If you already chose stealth for your expertise choose another skill you are proficient with.
Shadow Actions:
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Shadow Armor
At 3rd level, you can use your bonus action to expend one shadow to shroud yourself in shadow energy. You gain +2 AC for 10 min. (see Shield of Faith)
Shadow Step
At 3rd level, you gain the ability to step from one shadow into another. As a bonus action you can expend one shadow to teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Shadow Strike
At 5th level, as you strike someone from the shadows, a shadow will mimic your attack. When you successfully attack a creature on your turn with your main hand, you can expend one shadow to target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes force damage equal to the roll’s total, as a shadow near or cast by the creature strikes out.
Shadow Weapon
At 7th level, you can use your bonus action and expend one shadow to shroud your weapons in shadow energy. For the duration, your weapons deal an additional 1D8 force damage (shadow damage). This damage increases to 2D8 at 11th level and 3D8 at 15th level. Shadow Weapon lasts for 10 min or until you dismiss it.
Shadow Fiend
Concentration; Range: 30 feet
At 9th level, you can use your action to step deeper into the shadow realm and create a shadow fiend in an unoccupied space that you can see within range. The fiend can take any form but is never bigger than a large animal and it's stats always remain the same. It's made of solid shadow energy.
The created creature is friendly to you and your companions. It shares initiative with you and takes it's turn immediately after you. It obeys any verbal commands that you issue (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Can be cast twice before you need a long rest.
The Shadow Fiend lasts for 1 hour and it disappears when it drops to 0 hit points, when you loose concentration or when the spell ends.
AC: 14; Hit Points: 42; Speed: 30 feet
STR: 14; DEX: 18; CON: 12; INT: 3; WIS: 15; CHA: 8
Bite: Melee Weapon Attack: +6 to Hit, reach 5 ft., one target. Hit: 1D10+2 slashing damage
Claws: Melee Weapon Attack: +6 to Hit, reach 5 ft., one target. Hit: 2D6+2 slashing damage
Invade Shadow: The Shadow Fiend dives into the shadow of a creature. The creature must make a strength saving throw against your Shadow save DC or become restrained. It can attempt another saving throw at the end of each of it's turns. Creatures of Gargantuan size have advantage on the saving throw.
Shadow Martyr
Starting at 11th level, you can expend one shadow and command it to throw itself in front of an attack directed at another creature that you can see (or yourself). Before the attack roll is made, you can use your reaction to teleport the shadow on top of the creature where it swirls around the target. The attack roll that triggered the reaction is instead made against the shadow.
Once you use this feature, you can't use it again until you finish a short or long rest.
Shadow Clone
Concentration
At 13th level, you can use an action to create a clone of yourself that rises out of your shadow. This clone is a magical, being made of shadow energy that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another clone, or until you're incapacitated.
Your clone has AC 14 + your proficiency bonus, your hit points, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same as you in regard to size, and it occupies its own space. On your turn, you can mentally command the shadow to move up to 30 feet. If your clone is ever more than 60 feet from you at the end of your turn, it is destroyed.
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Shadow of Holding
Starting at 9th level, you can store items inside your shadow. It has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The shadow can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. Retrieving an item from the shadow requires an action.
Overshadow
At 13th level, you gain the ability to distract targets with Shadows. As a bonus action on your turn, you can designate a creature within 5 feet of a cast shadow. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Shadow Portal
At 17th level, you can open portals from and to the shadow realm at will. Opening a portal takes 5 rounds and it closes again after the caster has stepped through.
The Plane of Shadow is a darkly lighted dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly.
For information on the Plane of Shadow and what one might encounter there search the web or use your own imagination.
ich habe mich heute daran gemacht meine erste eigene Subclass zu bauen. Wieso?
Ich will einen Rogue spielen aber verglichen mit anderen Classes in D&D haben Rogue wenig Auswahl an Subclasses und noch dazu sind viele z.B. Mastermind und Inquisitive zwar interessant, bieten aber nicht wirklich was.
Einen Metarogue der Thief, Assassin, Swashbuckler, Arcane Trickster spielt wollte ich allerdings auch nicht. Phantom (UA - Playtest Content) sagt mir zwar zu aber passt nicht wirklich zu was ich mir als Charakter vorstelle.
Was ich brauche ist ein Shadow-Rogue.
Ich habe mir viele Ansätze für Shadow Thief, Master of Shadow, Shadow Assassin, usw ... angesehen aber keiner war wirklich ausgereift und verglichen mit anderen Subclasses wie Swashbuckler, Thief oder Arcane Trickster haben sie zu wünschen übrig gelassen.
Das hier ist eine erste eigene Version und ich bin gerade damit fertig geworden also seid nett wenn ihr Feedback gebt oder Ideen zum Balancing habt.
Von den Abilities her bin ich eigentlich ganz zufrieden. Die "Shadow Actions" hab ich an vorhandene spells angelehnt womit diese Subclass in die Richtung Arcane Trickster geht aber mit fixen Fähigkeiten die Schatten nutzen anstelle einer Auswahl an spells.
Die Stärke dieser Subclass kommt vom level 3 Feature Shadow Energy während die Subclass Features mehr für Utility und Spielraum für den DM gedacht sind. (Jemand Interesse an einem Seitenabenteuer oder auch mehreren in den Shadowrealm? Beim ersten mal vielleicht unbeabsichtigt eingetreten und jetzt sucht man nach einem Weg raus?)
Wenn ihr mehr von mir sehen wollt schreibt mir gerne eine PM mit einer Idee für eine Class, Subclass oder auch Race.
Shadowmaster
Diving in and out of shadows is not something you can learn. It is a gift given to you either by a powerful entity or the shadows themselves. How did you discover this grim power? Did you get possessed by a shadow fiend? Or did the shadows reach out to you?
There is no color or light in Shadowfell, the Plane of Shadows. There is no sun, moon or stars adorning the vault of the inky black sky. Everything looks as if the color had leeched out, leaving nothing but black and white. The Shadow Thief draws power from the plane but normally doesn't step into it completely. (Which doesn't mean they never do. Looking at you DM's)
Shadow Energy
At 3rd level, you learn to dive into and control shadows as you feel a connection to the shadow realm. When a life ends in your presence, the shadow of that creature lingers for a moment and you're able to consume the shadow energy: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and the shadow turns to a black mist with a blue shimmer to it as it drawn to your hand, shadow energy.
You can consume a maximum number of shadows equal to your proficiency bonus + your wisdom modifier. You can expend shadows to perform shadow actions. Some of these actions require a saving throw from the target. The DC is calculated as follows:
Shadow save DC = 8 + your proficiency bonus + your wisdom modifier
As long as you have shadow energy coursing through your body you double your proficiency bonus on stealth checks. If you already chose stealth for your expertise choose another skill you are proficient with.
Shadow Actions:
_______________________________________________________________________________________________________________________________________________________________________________________________________________
Shadow Armor
At 3rd level, you can use your bonus action to expend one shadow to shroud yourself in shadow energy. You gain +2 AC for 10 min. (see Shield of Faith)
Shadow Step
At 3rd level, you gain the ability to step from one shadow into another. As a bonus action you can expend one shadow to teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Shadow Strike
At 5th level, as you strike someone from the shadows, a shadow will mimic your attack. When you successfully attack a creature on your turn with your main hand, you can expend one shadow to target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes force damage equal to the roll’s total, as a shadow near or cast by the creature strikes out.
Shadow Weapon
At 7th level, you can use your bonus action and expend one shadow to shroud your weapons in shadow energy. For the duration, your weapons deal an additional 1D8 force damage (shadow damage). This damage increases to 2D8 at 11th level and 3D8 at 15th level. Shadow Weapon lasts for 10 min or until you dismiss it.
Shadow Fiend
Concentration; Range: 30 feet
At 9th level, you can use your action to step deeper into the shadow realm and create a shadow fiend in an unoccupied space that you can see within range. The fiend can take any form but is never bigger than a large animal and it's stats always remain the same. It's made of solid shadow energy.
The created creature is friendly to you and your companions. It shares initiative with you and takes it's turn immediately after you. It obeys any verbal commands that you issue (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Can be cast twice before you need a long rest.
The Shadow Fiend lasts for 1 hour and it disappears when it drops to 0 hit points, when you loose concentration or when the spell ends.
AC: 14; Hit Points: 42; Speed: 30 feet
STR: 14; DEX: 18; CON: 12; INT: 3; WIS: 15; CHA: 8
Bite: Melee Weapon Attack: +6 to Hit, reach 5 ft., one target. Hit: 1D10+2 slashing damage
Claws: Melee Weapon Attack: +6 to Hit, reach 5 ft., one target. Hit: 2D6+2 slashing damage
Invade Shadow: The Shadow Fiend dives into the shadow of a creature. The creature must make a strength saving throw against your Shadow save DC or become restrained. It can attempt another saving throw at the end of each of it's turns. Creatures of Gargantuan size have advantage on the saving throw.
Shadow Martyr
Starting at 11th level, you can expend one shadow and command it to throw itself in front of an attack directed at another creature that you can see (or yourself). Before the attack roll is made, you can use your reaction to teleport the shadow on top of the creature where it swirls around the target. The attack roll that triggered the reaction is instead made against the shadow.
Once you use this feature, you can't use it again until you finish a short or long rest.
Shadow Clone
Concentration
At 13th level, you can use an action to create a clone of yourself that rises out of your shadow. This clone is a magical, being made of shadow energy that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another clone, or until you're incapacitated.
Your clone has AC 14 + your proficiency bonus, your hit points, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same as you in regard to size, and it occupies its own space. On your turn, you can mentally command the shadow to move up to 30 feet. If your clone is ever more than 60 feet from you at the end of your turn, it is destroyed.
- As a bonus action, you can teleport, using Shadow Step to swap places with your shadow at no cost (maximum of two times for each summon).
- The clone mimics your melee and ranged weapon attacks. Your shadow has the same To Hit bonus but deals 1D6 + your dexterity modifier force damage (shadow damage).
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
- Your Shadow Clone can use Invade Shadow: The Shadow Clone dives into the shadow of a creature. The creature must make a strength saving throw against your Shadow save DC or become restrained. It can attempt another saving throw at the end of each of it's turns. Creatures of Gargantuan size have advantage on the saving throw.
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Shadow of Holding
Starting at 9th level, you can store items inside your shadow. It has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The shadow can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. Retrieving an item from the shadow requires an action.
Overshadow
At 13th level, you gain the ability to distract targets with Shadows. As a bonus action on your turn, you can designate a creature within 5 feet of a cast shadow. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Shadow Portal
At 17th level, you can open portals from and to the shadow realm at will. Opening a portal takes 5 rounds and it closes again after the caster has stepped through.
The Plane of Shadow is a darkly lighted dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly.
For information on the Plane of Shadow and what one might encounter there search the web or use your own imagination.
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