Shadow Hunter (5e Roguish Archetype)

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Author: Zhenra-Khal (talk)
Date Created: 12-17-2019
Status: Complete, for now
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
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Based on the 3.5e prestige class known as the Skullclan Hunter (Found in the Miniatures Handbook, page 20), the Shadow Hunter is a rogue who specializes in slaying the things that go bump in the night, while being just as shadowy himself - Think of characters such as Hellboy (Tiefling, perhaps?) and Van Helsing, or even Blade. Shadow Hunters spring from the darkness like a bolt from the blue, striking down fiends, undead and shapechangers alike, before vanishing again into the black.


Spellcasting[edit]

Beginning at 3rd level, you augment your martial prowess with the ability to cast spells.

Table: Shadow Hunter Spellcasting

Level Cantrips
Known
Spells
Known
Spell Slots per Spell Level
1st 2nd 3rd 4th
3rd Sacred Flame + 2 3 2
4th Sacred Flame + 2 4 3
5th Sacred Flame + 2 4 3
6th Sacred Flame + 2 4 3
7th Sacred Flame + 2 5 4 2
8th Sacred Flame + 2 6 4 2
9th Sacred Flame + 2 6 4 2
10th Sacred Flame + 3 7 4 3
11th Sacred Flame + 3 8 4 3
12th Sacred Flame + 3 8 4 3
13th Sacred Flame + 3 9 4 3 2
14th Sacred Flame + 3 10 4 3 2
15th Sacred Flame + 3 10 4 3 2
16th Sacred Flame + 3 11 4 3 3
17th Sacred Flame + 3 11 4 3 3
18th Sacred Flame + 3 11 4 3 3
19th Sacred Flame + 3 12 4 3 3 1
20th Sacred Flame + 3 13 4 3 3 1

Cantrips[edit]

You learn three cantrips; one of which must be Sacred Flame, while the other two are chosen from the spell list below. You learn another cantrip of your choice from the list at 10th level.

Spell Slots[edit]

The Shadow Hunter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Guiding Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Guiding Bolt using either slot.

Spells Known of 1st Level and Higher[edit]

You know three 1st-level spells of your choice, chosen from the list below.

The Spells Known column of the Shadow Hunter Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the same spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your Shadow Hunter spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Shadow Hunter spell you cast, and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spell List[edit]

  • Cantrips: Blade Ward, Booming Blade, Green-Flame Blade, Guidance, Light, Mending, Resistance, Spare The Dying, Sword Burst, Thaumaturgy, True Strike, Word of Radiance
  • 1st-Level: Alarm, Bane, Bless, Command, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Divine Favor, Ensnaring Strike, Guiding Bolt, Heroism, Hex, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Searing Smite, Shield of Faith, Snare, Thunderous Smite, Wrathful Smite
  • 2nd-Level: Aid, Branding Smite, Find Traps, Invisibility, Lesser Restoration, Magic Weapon, Mirror Image, Misty Step, Prayer of Healing, Protection from Poison, Shadow Blade, Spider Climb
  • 3rd-Level: Aura of Vitality, Blinding Smite, Create Food and Water, Crusader's Mantle, Daylight, Dispel Magic, Elemental Weapon, Glyph of Warding, Life Transference, Magic Circle, Remove Curse, Revivify, Speak with Dead, Tongues
  • 4th-Level: Aura of Life, Aura of Purity, Banishment, Death Ward, Dimension Door, Freedom of Movement, Locate Creature, Staggering Smite


Channel Divinity[edit]

Beginning at 3rd level, your conviction allows you to channel divine energy to fuel magical effects. You can produce one of the following abilities with your Channel Divinity.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Shadow Hunter spell save DC.

Channel Divinity: Shadow Sense[edit]

As an action, you can open your awareness to detect your allies and enemies, using your Channel Divinity. For one round per point of proficiency bonus, you know the location of any celestial, fiend, monstrosity, shapechanger, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, monstrosity, shapechanger, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Channel Divinity: Turn The Shadows[edit]

As an action, you present your holy symbol and speak a prayer censuring things that go bump in the night, using your Channel Divinity. Each fiend, shapechanger, monstrosity, or undead creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Destroy The Shadows[edit]
At 9th level, when a creature fails its saving throw against Turn The Shadows, the creature is instead instantly destroyed or slain as appropriate, provided its Challenge Rating is 1/2 or less. At 13th level, you destroy creatures of CR 1 or lower, and at level 17, you destroy creatures of CR 2 or lower.

Glimmer In The Dark[edit]

Beginning at 3rd level, the Shadow Hunter's holy light shines brightest in the darkest depths. Whenever they perform a Sneak Attack, they may choose for the additional damage to be Radiant damage; If this is done, the weapon is also treated as being silvered for this single attack.

Blacklight[edit]

All Shadow Hunters learn the Sacred Flame cantrip, and gain several benefits related to that cantrip as they gain levels.

  • 3rd Level: You can cast Sacred Flame using the bonus action granted by Cunning Action, and the spell requires no Verbal component; You can cast Sacred Flame without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. Additionally, you can choose for the light produced by the spell to be invisible. Any target that fails their saving throw against your Sacred Flame cannot become invisible until the beginning of your next turn, and is revealed if it was invisible.
  • 9th Level: You can choose to deal no damage when casting Sacred Flame, instead only applying the spell's secondary effects to the target if they fail their save. Additionally, if the target is currently Turned by your Turn The Shadows feature (Above), the Turned effect will not be broken by damage dealt to the target by this spell, nor by damage dealt by any successful Sneak Attack made by the Shadow Hunter.
  • 13th Level: Targets failing their Dexterity saving throw against the spell are Blinded for one round. If the target is undead, a fiend, a monstrosity, or a shapechanger, this bypasses immunity to blindness.
  • 17th Level: Targets failing their Dexterity saving throw against your Sacred Flame cannot change shape or regain hit points until the beginning of your next turn, and if the target has changed shape or is disguised by illusion magic, its true form is revealed.


Leaping Shade[edit]

Upon reaching 9th level, the shadows part before your eyes like a black curtain, cling to you as you move, and hasten your steps while in their embrace. You gain darkvision out to 30 feet, or if you have darkvision, extend it out an additional 30 feet. You are also adept at evading creatures that rely on darkvision; While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Additionally, While in dim light or darkness, your movement speeds increase by 10 feet, and attacks of opportunity made against you have disadvantage.

Twilight Fade[edit]

Beginning at 13th level, whenever you successfully Hide, you can choose to become Invisible for up to one round per point of proficiency bonus you possess. You are considered to be in an area of darkness as long as this invisibility persists. Attacking or casting a spell causes this invisibility to end early.

Stare Down The Maw[edit]

Beginning at 17th level, you are protected from the creatures you hunt. Fiends, Undead, Monstrosities and Shapechangers all have disadvantage on attack rolls made against you, and you cannot be charmed, frightened, or possessed by them.

Additionally, upon landing a critical hit against a fiend, monstrosity, shapechanger or undead creature, you regain one use of your Channel Divinity ability.


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AuthorZhenra-Khal +
Canontrue +
ClassRogue +
Identifier5e Roguish Archetype +
RatingUndiscussed +
SummaryA devoted rogue, hunting the monsters from the very dark in which they hide, and smiting them to dust with holy fire. +
TitleShadow Hunter +