[5e] Umbral Subclasses

by EtherXIV

Search GM Binder Visit User Profile

Umbral Subclasses

These subclasses were designed to add a darker, edgier subclasses to Dungeons and Dragons. These were purely made to satisfy my desire those types of classes. For the rogue, there is the Black Arrow, and the Invisible Dagger. For the fighter there is the Black Hand.

Rogue: The Black Arrow

The Black Arrow rogue uses a conjured longbow to assassinate enemies from a distance, preferring to stay away from the fray than get in close. A rogue summons a wispy bow of jet black, launching arrows from hundreds of feet away. A cloaked elf focuses and draws his bow, an arrow of void darkness appears as he draws it back.

Shadowform Bow

At 3rd level, you can summon the Shadowform Bow at will as a free action. This wispy, jet black bow deals 1d8 piercing damage and has a range of 150/600.

At 7th level, this bow counts as magical for the purposes of overcoming immunities and resistances, and gains +1 to hit. At 13th level this bow gains +2 to hit. At 18th level, this bow gains +3 to hit. At 20th level, this bow does an additional 1d6 necrotic damage.

Hunter's Vision

At 9th level, you can see things a 150 feet away in perfect clarity. When shooting beyond the range of your Shadowform bow, you can use this feature to not impose disadvantage. You have 2 uses of this feature. These uses are restored upon completing a long rest.

Barrage of Darkness

At 17th level, you can fire arrows equal to your Dexterity modifier in a single round. These count as attacks and you must roll individually for each arrow fired at any targeted creatures. Upon hitting, you deal 1d8 necrotic damage for each arrow. You have 1 use of this ability, and you regain these uses upon completing a long rest.

The Black Arrow

At 20th level, you gain a single use of The Black Arrow. A magical ability granted for the sole purpose of assassination. Once every week, you can summon The Black Arrow and fire it at a targeted creature, no attack roll is needed. The creature must make a Constitution saving throw vs. your Spell Save DC (8 + your Proficiency bonus + your Dexterity modifier). On a failure, the creature is killed. On a success, the creature takes 10d10 necrotic damage.

Rogue: The Invisible Dagger

The Invisible Dagger rogue is able to launch multiple attacks in a single round, dealing massive amounts of damage while either keeping their distance or ambushing up close. This class is meant to do insane amounts of burst damage whilst remaining hidden.

Assassinate

At 3rd level, you take advantage of any unprepared creatures. During your first turn, advantage on Attack rolls against any creature that hasn't taken a turn. Any hit you score against a surprised creature is a critical hit.

Invisible Daggers

At 9th level, you can throw 4 daggers wreathed in darkness in a single turn. These daggers deal 1d4 necrotic damage and are considered magical for the purposes of overcoming immunities and resistances. You have one use of this feature that is restored upon completing a long rest.

At 15th level, the damage of the daggers increase to 1d6 necrotic damage.

Cloak of Darkness

At 13th level, you gain the ability to become invisible for 1 minute. You are able to attack or cast spells while using this feature.

Should you be spotted and successfully attacked, you must make a Constitution saving throw to maintain your concentration on the spell versus a DC equal to half the damage you took or 10. You have a single use of this feature that is restored upon completing a long rest.

Shadowstep

At 17th level, you can disappear from the Material Plane and reappear up to 60 feet in any direction, using this feature takes a bonus action, but it does not consume any of your movement for that turn if you are in combat. You have 1 use of this feature that is then restored after completing a short rest.

Blade Hemorrhage

At 20th level, you can use this feature once to attack a targeted creature 5 times. If 3 or more of these attacks rolls are critical hits, then every attack is a critical hit. You regain use of this feature after completing a long rest.

Fighter: the Black Hand

The Black Hand fighter specializes in disabling the enemy and controlling the battlefield.

Level Bleeding Strike Uses
3rd 1
4th 1
5th 1
6th 1
7th 2
8th 2
9th 2
10th 3
11th 3
12th 3
13th 3
14th 4
15th 4
16th 4
17th 4
18th 4
19th 4
20th 4

Bleeding Strike

At 3rd level, you have uses equal to the Bleeding Strike uses in the subclass table that are restored upon completing a long rest. Once per round you can use Bleeding Strike upon successfully hitting a creature, they must make a Constitution saving throw vs. your Spell save DC (8 + your Proficiency bonus + your Strength/Dexterity modifier).

Should they succeed they completely ignore the effect, if they fail, they are considered bleeding and take 1d4 damage at the start of their turn. They can spend an action to attempt to stop the bleeding, making another saving throw vs. your Spell save DC. At 15th level this bleeding damage increases to 1d6.

Void Gaze

At 10th level, your vision bleeds into the Ethereal Plane. You are able to see invisible creatures within 15 feet of you.

Additionally, you gain proficiency in Deception. If you are already proficient in Deception, you instead gain proficiency in Perception.

Bane

At 15th level, you are able to cast an empowered version of the spell Bane. You have 1 use of this feature that is restored upon completing a long rest. You can affect up to 5 creatures that you see and they must make a Charisma saving throw vs. your Spell save DC. If they fail, whenever they make an attack roll or a saving throw, they must roll a d6 and subtract the number rolled.

Black Grasp

At 18th level, you can spend an hour with a chosen weapon to forge a bond with it, allowing you special features depending on what weapon you chose. If the weapon is a:

  • Greatsword, should you strike a killing blow on a creature and have another creature adjacent to you, you are able to make another attack on that secondary creature,
  • Maul, it is no longer considered a two-handed weapon nor a heavy weapon, it is instead considered a light, finesse weapon
  • Longsword, increase its damage die from 1d8 to 1d10,
  • Shortsword, increase its damage die from 1d6 to 1d8.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.