Tamastin Shadowmancer (3.5e Class)

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A spell caster with power over darkness 20

Moderate Poor Poor Good Spontaneous Arcane Spellcasting Full


Tamastin Shadowmancer

The Tamastin Shadowmancer class originates from the Plane of Shadow and is unique to the Tamastin. Progression in this class gives the user power over darkness and shadows, allowing them to use the darkness as a weapon. Shadowmancers can disguise their powers as those of a sorcerer so that they don’t have to give away their true nature.

Making a Tamastin Shadowmancer

Tamastin Shadowmancers can fill any role that other arcane spell casters fill, although their magic can be weaker at lower levels. With their other abilities, they can fight as well if needed, but they are not the best for the front lines

Abilities: Charisma determines how powerful a spell or shadow power a Tamastin Shadowmancer can use, how many spells per day, and how hard those powers are to resist. Dexterity, Intelligence, and Constitution are also important.

Races: Tamastin (3.5e Race) are the only ones who can take this class. However, exceptions can be made for other races who befriend a Tamastin, spend time in the Realm of Shadow (gaining the Friend of the Shadows (3.5e Feat) feat), and convince one to teach them the basics

Alignment: Any

Starting Gold: 3d4 gp.

Starting Age:Complex.

Table: The Tamastin Shadowmancer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Glamour Failure 100%, Lesser Shadow Jump, Lucky Shadows, Minor Shadow Spells, Powers of Darkness, Shadowblend 5 3
2nd +1 +0 +0 +3 Dark Resistance, Hide in Plain Sight, Improved Low-Light Vision 6 4
3rd +2 +1 +1 +3 Improved Darkvision, Shadow Speed, Shroud of Shadow 6 5
4th +3 +1 +1 +4 Armor of Shadow, Shadow Jump 6 6 3
5th +3 +1 +1 +4 Cold Resistance, Dark Stealth, Glamour Failure 75%, Tendrils of Living Shadow 6 6 4
6th +4 +2 +2 +5 Lesser Shadow Spells, Shadow Sight 6 6 5 3
7th +5 +2 +2 +5 Drain Light 6 6 6 4
8th +6/+1 +3 +3 +6 Improved Shadow Blend, Grappling Tendrils, Shadow Jump 6 6 6 5 3
9th +6/+1 +3 +3 +6 Spooky Shadows 6 6 6 6 4
10th +7/+2 +3 +3 +7 Glamour Failure 50%, Rising Shadow, Shadow Spells 6 6 6 6 5 3
11th +8/+3 +3 +3 +7 Improved Shadow Speed 6 6 6 6 6 4
12th +9/+4 +4 +4 +8 Enchanted Tendrils of Living Shadow 6 6 6 6 6 5 3
13th +9/+4 +4 +4 +8 Greater Shadow Jump 6 6 6 6 6 6 4
14th +10/+5 +4 +4 +9 Greater Shadow Spells 6 6 6 6 6 6 5 3
15th +11/+6/+1 +5 +5 +9 Glamour Failure 25% 6 6 6 6 6 6 6 4
16th +12/+7/+2 +5 +5 +10 Greater Shadowblend 6 6 6 6 6 6 6 5 3
17th +12/+7/+2 +5 +5 +10 Master Shadow Jump 6 6 6 6 6 6 6 6 4
18th +13/+8/+4 +6 +6 +11 Greater Shadow Speed, Master Shadow Spells 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +6 +6 +11 Red Mist Rip 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +6 +12 Glamour Mastery, Master Shadowblend 6 6 6 6 6 6 6 6 6 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Class Features

All of the following are class features of the Tamastin Shadowmancer.

Weapon and Armor Proficiency: Tamastin Shadowmancers are proficient with all simple weapons and a single one-handed martial weapon of their choice. They are proficient with light armor, but not shields. However, any armor worn is subject to spell failure.

Spells: A Tamastin Shadowmancer casts spells as a Sorcerer, but with a small difference as described below.

Table: Tamastin Shadowmancer Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Glamour Failure (Su): Whenever the Tamastin Shadowmancer uses one of his Powers of Darkness, there is a chance that his disguise will fail, revealing his true form to everyone in the area. Whenever he uses any of his Powers of Darkness, he must make a Concentration check (DC 25) to maintain his alternate form. If the concentration check fails, he may lose his disguise until he can renew it. At 1st level, if the Concentration check fails, the alternate form automatically drops

At 5th level, if the check fails, there is a 75% chance (rolled on a percentile die) that he will lose his disguise

At 10th level, there is a 50% chance that he will lose his disguise

At 5th level, there is a 25% chance that he will lose his disguise

At 20th level, the Tamastin Shadowmancer has mastered the art of maintaining his disguise. He gains Glamour Mastery and no longer has to make Concentration checks to maintain his alternate form when using his Powers of Darkness


Lucky Shadows (Su): At 1st level, the Tamastin Shadowmancer learns how to use the darkness for better protection. Shadows encase your body, making it harder for attacks to land. Force of shadow provides you with a +1 luck bonus to AC, and an additional +1 for every 5 caster levels.


Powers of Darkness (Su): Powers of Darkness is the collective name for the Tamastin Shadowmancer's shadow powers that require active use. These include Shadow Spells, Shadow Jump, Shroud of Shadow, Armor of Shadow, Tendrils of Living Shadow (and its upgrades), Drain Light, Spooky Shadows, Rising Shadow, and Red Mist Rip


Shadow Jump (Su): Shadow Jump duplicates Dimension Door, except that the Tamastin Shadowmancer must be standing in a shadow and the destination must be within another shadow. Whenever he uses a Shadow Jump, he takes on the appearance of a swirling shadowy mist which is not effected by wind, magical or otherwise

At 1st level, the Tamastin Shadowmancer gains Lesser Shadow Jump, which functions like Lesser Dimension Door (which can be found on the old wiki). His range is limited 25 feet + 5 feet/2 levels and he cannot take other creatures with him. Lesser Shadow Jump is a standard action and can be used a number of times per day equal to the Shadowmancer’s Wisdom modifier

At 8th level, the Tamastin Shadowmancer gains Shadow Jump, which now acts as Dimension Door in distance travelled and how many others he can take with him. The Shadowmancer can use Shadow Jump a number of times per day equal to 1.5 x his Wisdom modifier

At 13th level, the Tamastin Shadowmacer gains Greater Shadow Jump. He no longer needs to be actually in a shadow to Shadow Jump as long as he is no farther than 5 feet away from a shadow and he can now Shadow Jump as a move action that does not provoke an attack of opportunity and can maintain the jump (effectively keep going from shadow to shadow) for 1 round/2 levels, similar to Greater Dimension Door (Spell Compendium 64). He can use Greater Shadow jump a number of times per day equal to twice his Wisdom modifier

At 17th level, the Tamastin Shadowmancer gains Master Shadow Jump. The distance that he can jump is only limited to line of sight, he can Shadow Jump as a Swift action, and can now Shadow Jump an indefinite amount of times per day with the only restriction being once per round


Shadow Spells (Su): A Tamastin Shadowmancer’s spells are automatically modified to be shadow spells. Shadow spells act like Shadow Evocation and Shadow Conjuration except that they apply to every spell school and all of the Shadowmancer’s spells, unless doing so is not possible. His Shadow Spells act differently than the regular versions. All spell effects are darkened or have a shadowy effect to them. For example, a fireball would be pitch black, the images produced by Mirror Image look like shadows, creatures summoned with the Summon spells have the Dark Creature Template applied, etc. This effect can be suppressed, if desired, by making a Concentration checks (DC 10+twice the Spell Level) and many Shadowmancers do so to hide their true nature. If the Concentration check is successful, the visual effects of Shadow Spells are suppressed. Shadow Spells have some drawbacks as well and are often weaker than the regular version of the spells, as described below. A successful Concentration check does not suppress these drawbacks. Darkness and similar spells are unaffected. Shadomancers can know any spell they like within their number of spells known. However, Light spells automatically fail if the Concentration check to suppress the effects is unsuccessful.

At 1st level, the Tamastin Shadowmancer gains Minor Shadow Spells. Minor Shadow Spells effects spells of 3rd level and lower. Spells effected by Minor Shadow Spells are only 20% as effective as the regular version, when applicable. Spells that deal damage only deal 20% of the total damage (applied after rolling for simplicity), spells granting enhancements to Attributes on give a 20% enhancement and last only 20% as long, etc.

At 6th level, the Tamastin Shadowmacer’s powers improve and he gains Lesser Shadow Spells. Lesser Shadow Spells effects spells of 4th level and lower and increases the spells’ effectiveness to 40% of the regular version

At 10th Level, the Tamastin Shadowmancer gains Shadow Spells. Shadow Spells effects spells of 6th level and lower and increases the spells’ effectiveness to 60% of the regular version

At 14th Level, the Tamastin Shadowmancer’s powers grow again and he gains Greater Shadow Spells. Greater Shadow Spells effects spells of 8th level and lower and increase the spells’ effectiveness to 80% of the regular version

At 18th Level, the Tamastin Shadowmancer masters his dark craft and gains Master Shadow Spells. Master Shadow Spells effects spells of 9th level and lower and the spells are now just as effective as the regular version


Shadowblend (Su): In conditions other than full daylight, a Tamastin Shadowmancer can disappear into shadows, giving it total concealment (50%) instead of partial concealment (20%). Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will

At 8th level, the Tamastin Shadowmancer’s ability to blend in with the shadows increases. He now gains a +4 to his hide and move silently checks while he is in any shadows

At 16th level, the bonus to the Tamastin Shadowmancer’s hide and move silently checks from Improved Shadowblend increases to +6. This does not stack with the previous bonus.

At 20th level, the bonus to the Tamastin Shadowmancer’s hide and move silently checks from Greater Shadow Blend increases to +8 and overlaps with the previous bonus


Dark Resistance (Su): The shadows further envelop you, enhancing your abilities. You gain a Circumstance Bonus on all saving throws equal to your Charisma modifier


Hide in Plain Sight (Ex): A Tamastin Shadowmancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Tamastin Shadowmancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.


Improved Low-Light Vision (Ex): By spending so much time in shadowy areas, your ability to see in low light increases. You can now see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. If the Shadowmancer does not already have Low-Light Vision, he gains that instead


Improved Darkvision (Ex): The Tamastin Shadowmancer’s Darkvision doubles to 120 feet. If the Shadowmancer is of another species that does not have Darkvision, they gain Darkvision instead


Shadow Speed (Su): While in shadows or darkness, the Tamastin Shadowmancer gains a 10' enhancement bonus to his speed. This stacks with bonuses to speed from other sources, such as Fast Movement

At 10th level, this bonus increases to 20 Feet

At 18th level, this bonus increases to 30 Feet


Shroud of Shadow (Su): Starting at 3rd level, the shadows surrounding your body enhance your stealthiness. You gain a bonus on Hide checks and Move Silently checks equal to your class level. Shroud of shadow lasts for 1 minute per class level and is usable a number of times per day equal to your class level.


Armor of Shadow (Su): Starting at 4th level, you can take a standard action to surround yourself in hardened shadow. This ability grants you a +2 circumstance bonus to AC. Armor of shadow lasts for 10 minutes per class level, and is usable a number of times per day equal to one-half your class level. At 7th level, the circumstance bonus increases to +4. At 10th level, you quicken your armor of shadow, activating it as a swift action.


Cold Resistance (Ex): It's cold in the dark. Starting at 5th level, Tamastin Shadowmancers gain resistance to Cold. They have a Cold Resistance of 5 +1 per level after that


Dark Stealth (Ex): At level 5, the Tamastin Shadowmancer does not suffer any penalty to Move Silently or Hide for moving at his full normal speed while in shadows. He still suffers the normal -20 penalties to hide and move silently for running or fighting if he performs those actions.


Tendrils of Living Shadow (Su): By concentrating for a round, a Tamastin Shadowmancer can form several tentacles or tendrils from pure darkness. These tendrils become semi-solid and are under complete control of the Shadowmancer. The Shadowmancer can create a number of tendrils equal to his 1/4 Class Level. At 5th level, he can create them from dark or shadowy areas around himself in a ten foot radius. At 10th level, he can create them from dark or shadowy areas around himself in a twenty foot radius. At 15th level, he can create them from dark or shadowy areas around himself in a 50 foot radius. At 20th level, he can create them from dark or shadowy areas around himself in a 100 foot radius. The Tendrils deal damage equal to 1d6 per 1/2 Class Level plus the Shadowmancer’s Charisma Modifier. The Tendrils count as magical for the purpose of overcoming damage reduction. Upon gaining a second tendril, the Shadowmancer must also take the Two-Weapon Fighting feats in order to use them to their full potential. These are automatically converted to the Multi-Weapon Fighting feats upon the creation of the third tendril.

At 8th level, the Tamastin Shadowmancer’s Tendrils of Living Shadow gain the Improved Grab ability. If the tendrils successfully pin the opponent, up to four can join the grapple and hold him in place

At 12th level, the Tendrils can be enchanted like any other Masterwork weapon. Each Tendril can be given a different Enhancement Bonus and different enchantments if desired. This is not free. The Shadowmancer must pay the costs for enchantments as normal and are permanent. Unless a tendril is somehow destroyed, the tendrils summoned are assumed to be the same ones he has created before


Shadow Sight (Su): You can now see in darkness, including magic darkness, as though it were a bright sunny day


Drain Light (Su):Upon attaining level 7, the Tamastin Shadowmancer can literally suck the light out of a given area. The effect is centered on the Shadowmancer. It takes a round to cast, and the Shadowmancer cannot do anything in that round. The light in a range of their level x 10 ft. will begin to dim into that point for 1d4 rounds, 1 round after they cast it, slowly dimming all light in the area until it is pitch black. Since it is magical darkness, nothing can see through this area.


Spooky Shadows (Su): By channeling the shadows connecting the Tamastin Shadowmancer to the shadow plane, he can summon a phantasm to scare nearby enemies. Enemies must perform a will saving throw with a DC of (shadowmancer’s Intimidate skill + Charisma modifier). If the enemy fails the saving throw they become Frightened and take damage equal to the shadowmancer's Charisma modifier.


Rising Shadow (Su): At 10th level, the Tamastin Shadowmancer gains a terrifying ability. When he uses a Shadow Jump, he can opt to literally rise out of an opponent’s shadow. When this happens, he disperses as a shadow mist as usual, but then the target’s shadow begins to distort and roil. Then, the Shadowmancer literally rises out of the shadow behind the opponent. The Shadowmancer rolls an Intimidate check with a +10 bonus against the opponent’s Will Save. If the Shadowmancer wins, the victim is Frightened. If the victim was already Frightened from earlier (due to Spectre Scare or anything else), they become Panicked and are rendered flat footed for the round.


Red Mist Rip (Su): At 19th level, when the Tamastin Shadowmancer’s Tendrils of Living Shadows successfully pin an opponent after a grapple, he can perform a particularly nasty coup de grace. With the opponent pinned and completely helpless, a multitude of tiny tendrils form from the larger ones and begin wrapping around the opponent’s body until he is completely covered. The victim becomes Panicked and often starts begging for mercy as the tendrils cover his body, often screaming at the top of his lungs as they cover his face. Then, they squeeze and tighten before suddenly pulling away simultaneously all in different directions. If the victims fails his Fortitude Save, he is ripped into so many tiny pieces that only a thin red mist remains hovering in the air. If the victim succeeds, he takes damage as though he were attacked by all four tendrils and may still be torn to pieces if the damage is enough to kill him


Epic Tamastin Shadowmancer

Table: The Epic Tamastin Shadowmancer

Hit Die: d8

Level Special
21st Bonus Feat, Epic Shadow Spells, Epic Tendrils of Living Shadow
22nd Advanced Learning
23rd Master Shadow Speed
24th Bonus Feat
25th Epic Shadowblend
26th Advanced Learning
27th Bonus Feat
28th Epic Shadow Speed
29th Epic Glamour Mastery
30th Advanced Learning, Bonus Feat, Eclipse

4 + Int modifier skill points per level.

Spells: The Tamastin Shadowmancer’s caster level is equal to his or her class level. The Tamastin Shadowmancer's number of spells per day does not increase after 20th level. The Tamastin Shadowmancer does not learn additional spells unless he or she selects the Spell Knowledge feat or with Advanced Learning.


Epic Shadow Spells: The Tamastin Shadowmancer's Shadow Spells are automatically applied to any Epic Spells he learns


Epic Tendrils of Living Shadow: The Tamastin Shadowmancer's Tendrils of Living Shadow now count as Epic for the purposes of overcoming Damage Reduction and can be enchanted as Epic Weapons


Advanced Learning: The Tamastin Shadowmancer can now add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric, druid, or wizard spell, and of a level no higher than that of the highest-level spell the Shadowmancer already knows. Once a new spell is selected, it is added to that Shadowmancer’s spell list and can be cast just like any other spell she knows. If a spell is on two or more of the spell lists, use the lowest of the spell levels (when different) to determine what level the spell is for the Shadowmancer. The Tamastin Shadowmancer gains an additional new spell at 22nd, 26th, and 30th levels


Master Shadow Speed: At 23rd level, the Tamastin Shadowmancer's bonus from Shadow Speed increases to 40 feet


Epic Shadowblend: At 25th level, the Tamastin Shadowmancer's bonus to Hide and Move Silently checks increases to +10


Epic Shadow Speed: At 28th level, the Tamastin Shadowmancer's bonus from Shadow Speed increases to 60 feet


Epic Glamour Mastery: At 29th level, the Tamastin Shadowmancer has mastered his Alternate Form to the point that he can resist attempts to penetrate his disguise. Anybody attempting to use True Seeing must make a Caster Level check (DC 10 +Tamastin Shadowmancer's Character Level]]. If the attempt fails, the opposing caster sees the Shadowmancer's Alternate Form as though it were his true form.


Eclipse: At 30th level, the Tamastin Shadowmancer can use Drain Light to blot out the sun in a range of their level x10 miles. Eclipse acts as Drain Light in all other aspects


Bonus Feats: The epic Tamastin Shadowmancer gains a bonus feat (selected from the list of epic Tamastin Shadowmancer bonus feats) at 21st, 24th, 28th and 30th levels.

Epic Tamastin Shadowmancer Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the Tamastin Shadowmancer may select any item creation feat or metamagic feat not listed here.


Campaign Information

Article BalanceVery High +
AuthorHalloweenman33 +
Base Attack Bonus ProgressionModerate +
Class AbilitySpontaneous Arcane Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Bluff +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disguise +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Profession +, Spellcraft +, Spot + and Use Magic Device +
Skill Points4 +
SummaryA spell caster with power over darkness +
TitleTamastin Shadowmancer +
Will Save ProgressionGood +