Revisted Mist Walker
Focusing his mind on the brightly colored armor, the man stalks his target, making his way through the chaos of the battle around him. He closes his eyes and feels his body become one with the mist. In a blink of an eye he’s on top of the enemy commander— a whirling blade of death.
The Elf exhales a final breath to ready herself. In a flash she disappears, only to reappear behind the unexpecting headsman. A shroud of mist covers her true actions, and in a matter of seconds she and the doomed man she was hired to save are running
along the rooftops, making
their way to the safehouse.
Recovering quickly from the initial blast, the
Tiefling scans the ambushers for the origin of the assault. Spotting a robed half-orc wielding
a glowing staff, she reaches out her hand
and soon a red swirl of mist appears around her
and the half-orc. She can feel the magical
exchange of life easing the pain from her fresh
burns and a smile spreads across her face as
the half-orc lets out a howling scream of
anguish.
Whatever the origin of their connection to the
mists, one thing is for sure, those who can tap
into and harness the ability to walk the mists,
leave both devastation and confusion in their
wake.
Cunning Warriors
To be counted among those who can walk the mists is no easy feat and as such, Mist Walkers are incredibly dedicated warriors. Focusing their mind to absorb the entirety of their surroundings they track their enemies and engage them at blinding speeds— often from behind. The mental fortitude it takes to harness the power of the mists, while engaged in the throes of combat is significant.
Mist walkers strike fast and hard against their most
dangerous foes, and just as abruptly as they appear, they’re gone— already calculating their next attack. Speed and surprise are a Mist Walker’s greatest asset, which is probably why so many favor a pair of shorter blades— though some Mist Walkers still prefer to fight with shield, knowing that they so often find themselves behind enemy lines.
Still some prefer to further engage their enemies from a distance, mixing their skill with a bow with the ability to manipulate the mists to cripple their foes and aid their allies.
Original Mist Walker from Taking20.
Revised by Enderluck.
Battlefield Strikers
Due to the nature of their abilities and intellectual aptitude, Mist Walkers excel at two professions in particular: that of the soldier, and assassin.
Mist Walkers have been rumored to be responsible for armies suddenly finding themselves without a commanding officer— whether on the field of battle, or during the night before a siege— where the lines between soldier and assassin become blurred.
Naturally those organizations who deal in death for profit, attract Mist Walkers who have less- than- honorable morals, and likewise Mist Walkers often find those particular organizations eager to give them an opportunity to prove their worth.
Creating a Mist Walker
Mist Walking is not something innate, but rather a skill that is studied, practiced and honed. Not only do Mist Walkers have to learn how to harness the raw energy of the mist, but they also go through rigorous martial training. Bringing the two arts together is still a feat in itself. As such, most Mist Walkers receive some form of formal training— whether through their service in a standing army, an apprenticeship in an order of assassins, or perhaps they were cultivated from birth in the ancient traditions of their remote mountain village.
When creating a Mist Walker consider their upbringing and how they might have had access to such unique training. The environment in which they were trained, as well as their instructors, will typically have a significant impact on their personality and overall world view.
Perhaps the art form of Mist Walking was not passed down from a formal instructor but rather something you discovered in an ancient tome— with your Mist Walker spending countless hours pouring over the text and practicing it’s teachings. How would your Mist Walker decide to put this new power to use? Why would they feel the need to study an, ultimately, deadly martial art form?
Is it to gain an edge over a rival? Or perhaps it’s because they had a specific use in mind, and they needed a way to escape quickly.
Quick Build
You can make a Mist Walker quickly by following these suggestions. First, make Dexterity your highest ability score if you plan on wielding two light weapons, or Strength if you plan on using one weapon and a shield (Some Mist Walkers who focus on two-weapon fighting make Strength higher than Dexterity). Your next-highest score should be Intelligence, or Constitution if you plan to take the Conviction of the Blade. Second, choose a background for your character.
Class Features
As a Mist Walker, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Mist Walker level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier.
Proficiencies
- Armor: Light Armor, Shields
- Weapons: Simple Weapons, Hand Crossbows, Shortswords, Longswords, Scimitars, Rapiers
- Tools: Choose one from Poisoner’s Kit or Thieve’s Tools
- Saving Throws: Dexterity and Intelligence
- Skills: Choose three from Acrobatics, Deception, History, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier and a shield, (b) two shortswords or (c) a shortbow and a quiver of 20 arrows
- (a) an explorers pack or (b) a dungeoneers pack
- (a) poisoner's kit or (b) thieve's tools
- Leather armor and two daggers
The Mist Walker
| Level | Proficiency Bonus | Features | Shroud Points | Shroud Abilities Known | Mist Walk Distance |
|---|---|---|---|---|---|
| 1st | +2 | Mist Walk, Unarmored Defense | — | — | 10ft |
| 2nd | +2 | Fighting Style, Shroud | 2 | 2 | 10ft |
| 3rd | +2 | Conviction Feature, Methodical Strikes (+1) | 3 | 3 | 10ft |
| 4th | +2 | Ability Score Increase, Improved Mist Walk | 4 | 3 | 10ft |
| 5th | +3 | Extra Attack | 5 | 4 | 15ft |
| 6th | +3 | Conviction Feature, Expansive Mind | 6 | 4 | 15ft |
| 7th | +3 | Evasion | 7 | 5 | 15ft |
| 8th | +3 | Ability Score Increase, Superior Mist Walk | 8 | 5 | 15ft |
| 9th | +4 | Whispers from the Mist | 9 | 6 | 20ft |
| 10th | +4 | Conviction Feature | 10 | 6 | 20ft |
| 11th | +4 | Methodical Strikes (+2), Tactical Precision | 11 | 7 | 20ft |
| 12th | +4 | Ability Score Increase | 12 | 7 | 20ft |
| 13th | +5 | Misty Vision | 13 | 8 | 25ft |
| 14th | +5 | Conviction Feature | 14 | 8 | 25ft |
| 15th | +5 | Honed Mind | 15 | 9 | 25ft |
| 16th | +5 | Ability Score Increase | 16 | 9 | 25ft |
| 17th | +6 | Between Two Worlds | 17 | 10 | 30ft |
| 18th | +6 | Greater Mist Walk, Methodical Strikes (+3) | 18 | 10 | 30ft |
| 19th | +6 | Ability Score Increase | 19 | 11 | 30ft |
| 20th | +6 | Mist Clone | 20 | 11 | 30ft |
Starting Wealth (optional)
If you do not wish to take the starting equipment, you may instead start with 5d4 x 10 gp.
Mist Walk
Beginning at 1st level, you gain the ability to Mist Walk, allowing you to teleport short distances. Once per turn, you may teleport to another empty space you can see within your Mist Walk distance as shown in the Mist Walk column of the Mist Walker table (no action required). The distance you can Mist Walk increases as
you gain levels in the class. Using Mist Walk does not provoke attacks of opportunity. You can not use this ability while your speed is reduced to 0 or when you are incapacitated.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
Fighting Style
At 2nd level, you adopt a particular style of fighting as
your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls, with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Shroud
Beginning at 2nd level, you tap further into the secrets of mist, giving you access to manifest and manipulate it as a tangible force, called the shroud.
Shroud Points
You have 2 shroud points and you gain additional shroud points as you level, as represented by the Shroud Points column of the Mist Walker table.
You can spend these points to fuel various shroud features. You learn more shroud features as you gain levels in this class.
When you spend a shroud point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended shroud back into yourself. Some of your shroud features require your target to make a saving throw to resist the feature's effects. The saving throw DC and attack roll are calculated as follows:
Shroud Save DC
Shroud attack modifier
Shroud Abilities
You start knowing two shroud abilities of your choice.
Your abilities options are detailed at the end of the class description. Some abilities are exclusive to certains convictions, those abilities are detailed at the end of each conviction. When you gain certain mist walker levels, you gain additional abilities of your choice, as shown in the Shroud Abilities Known column in the Mist Walker table.
Additionally, when you gain a level in this class, you can choose one of the abilities you know and replace it with another ability that you could learn at that level.
Casting Shroud Spells. Some shroud abilities allow you to cast spells. See chapter 10 from the PHB for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide spell components for it.
In order to cast one of these spells, you must spend a number of shroud points equal to the spell's level + 1. You can spend additional shroud points to increase the level of a shroud spell that you cast, provided that the spell has an enhanced effect at a higher level. The spell's level increases by 1 for each additional shroud point you spend.
The maximum number of shroud points you can spend to cast a spell in this way is determined by your mist walker level, as shown in the Spells and Shroud Points table.
Spells and Shroud Points
| Mist Walker Level | Maximum Shroud Points for a Spell |
|---|---|
| 1st-4th | 2 |
| 5th-8th | 3 |
| 9th-12th | 4 |
| 13th-16th | 5 |
| 17th-20th | 6 |
Methodical Strikes
Beginning at 3rd level you can feel the Mist guiding your attacks. Whenever you Mist Walk, you gain a +1 bonus to your next melee attack roll before the end of the turn. This bonus increases to a +2 at 11th level and +3 at 18th level.
Conviction
At 3rd level, you choose a Conviction to follow to best understand how to use the ebb and flow of the Mist to aid you. Choose Conviction of the Arrow, Conviction of the Blade, Conviction of the Mind or Conviction of the Shroud, all are detailed at the end of the class description. The conviction you choose grants you features at 3rd level and again at 6th, 10th, and at 14th.
Conviction Spells
Each conviction has a list of associated spells. You gain access to these spells at the levels specified in the conviction description. Once you gain a conviction spell, it counts as a shroud spell for you but doesn't count against the number of shroud abilities you know.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Improved Mist Walk
Starting at 4th level, you can Mist Walk more than once per turn, providing that you don't teleport in total more than your Mist Walk Distance.
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.
Expansive Mind
Starting at 6th level, whenever you make an ability check using Intelligence, after you see the roll, but before the outcome is determined, you may roll an additional d20 and take the highest result.
Once you use this feature, you must finish a short or long rest before you can use it again.
Evasion
Beginning at 7th level, you can mist walk out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Superior Mist Walk
At 8th level, you can use your Mist Walk even if your speed is reduced to 0. When you use your Mist Walk, you automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.
Whispers From the Mist
At 9th level, you can communicate telepathically with any creature within 30ft of you. You don’t need to share a language, but it must be able to understand at least one language. You can't communicate with creatures behind total cover.
Tactical Precision
Starting at 11th level, you are so suffused with the mist that all your weapon attacks carry misty energy with them. When you hit a creature with a weapon, the creature takes extra force damage equal to your Intelligence modifier (minimum 1).
Misty Vision
At 13th level, fighting in heavily obscured areas no longer troubles you. You gain blindsight up to 15 feet.
Honed Mind
Beginning at 15th level, your keen mind has become a valuable asset to keep you safe. You gain proficiency in Wisdom saving throws.
Between Two Worlds
Starting at 17th level, you can spend 4 shroud points and cast blink, without requering spell components.
Additionally, you can spend 8 shroud point and cast etherealness, without requiring spell components. When doing so, you can spend 2 additional shroud points per creature you want to bring with you. The creatures must be within 10 feet of you when you use this ability.
Greater Mist Walk
Starting at 18th level, you can spend 6 shroud points and cast teleport, without requiring spell components and only targeting yourself. When doing so, you can spend 2 additional shroud points per creature you want to bring with you.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest you take 1 level of exhaustion immediately after you cast it.
Mist Clone
At 20th level, you can shape the Mist around you to form a tangible duplicate of yourself to aid you in combat. You can spend 8 shroud points and can cast simulacrum, without requiring spell components and targeting yourself.
When casting the spell in this way, its duration is reduced to 1 minute. The duplicate you create have a copy of all you equipment but with no magical properties. The damage it deals is magical for the purpose overcoming resistance and immunity to nonmagical attacks and damage.
The clone cannot speak, is immune to being charmed, frightened, petrified, poisoned and paralyzed.
The clone don't have the Mist Clone and Greater Mist Walk feature. If you use this feature while there is a clone, the previous clone is destroyed.
Mist Walker Convictions
The mental fortitude and dedication it takes to become a Mist Walker is incredibly demanding on those who truly wish to master the art in combat. As such, Mist Walkers know that they must commit their focus on how best to harness the Mist’s extraordinary power to suit their
individual capabilities.
Conviction of the Arrow
Some Mist Walker believes that the key to defeating their enemies is attacking unseen from the safety of the shadows. They scan their surrounding sensing the very vibration of the Mist to locate their foes and eliminate them. These Mist Walkers take advantage of their superior mobility to dominate tactical positions and destroy their enemies at the safety of a distance. They are never too close, but neither too far.
Conviction of the Arrow Spells
Shroud Spells
| Mist Walker Level | Spell |
|---|---|
| 2nd level | disguise self |
| 5th level | invisibility |
| 9th level | wind wall |
| 13th level | arcane eye |
| 17th level | mislead |
Deadly Shadow
Beginning at 3rd level, you move an attack through the mist which such easy and efficiency. Whenever you Mist Walk, you gain a bonus to your next ranged attack before the end of the turn. This bonus is an additional 1d4 force damage. The bonus increases when you reach certain levels in this class, increasing to 1d6 at 11th level and 1d8 at 18th level.
In addition, you gain proficiency with the longbow, if you don't already have it.
Sixth Sense
At 6th level, the presence of things on the material and ethereal plane registers on your sense like a dim vibration, a wave that travels across the mist like the wave created by a drop of rain which falls into a lake. As an action, you can open your awareness to detect such vibrations. Until the end of your next turn, you know the location of any creature and object within 60 feet of you that is not behind total cover. You can also detect
creatures and objects in the Ethereal plane at the same distance.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Misty Arrow
Beginning at 10th level, you can empower your attacks with the power of the mist. Once per turn, when you make a ranged attack with a weapon, you can expend 1 to 5 shroud points. On a hit, you do the attack's normal effects and an additional 1d12 force damage per shroud point spent.
Counter-Attack
Starting at 14th level, whenever you take damage from a creature within 60 feet of you that you can see, you can use your reaction to vanish and counter-attack. You instantaneously perform 3 ranged attacks with a weapon against the target. On a hit, the target suffers the attack's normal effects and takes an additional 1d8 force damage. You can then teleport to an unoccupied space you can see within your Mist Walk Distance of the target. These attacks benefit from your Deadly Shadow feature, as you Mist Walk between your shots.
Once you use this feature, you must finish a short or long rest before you can use it again.
Additional Shroud Abilities
These are the exclusive abilities for the Conviction of the Arrow. If a shroud ability has prerequisites, you must meet them to learn it. You can learn the ability at the same time that you meet its prerequisites.
Vanishing Step
Prerequisite: 5th level
As a bonus action, you can spend 3 shroud points to teleport to an empty space you can see within your Mist Walk distance and immediately become invisible until the start of your next turn.
Seeking Arrow
As a bonus action, you can spend 2 shroud points
whenever you make an attack roll with an arrow and miss to direct the errant arrow towards a new target. You can reroll the attack roll against a different target within 60 feet of the original target. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. You add your Intelligence modifier (minimum of +1) to the attack roll, as the mist guides your attack.
Conviction of the Blade
Some Mist Walkers believe that the Mist is a tool to gain an advantage over their foes in combat. It allows them to strike hard at a specific target to confuse their enemies. By cutting the head off of the snake for an enemy force, the remaining opponents often become panicked and disorganized, making them much easier to deal with. Thus by focusing their time to master the blade, they can truly become deadly warriors on the battlefield.
Conviction of the Blade Spells
Shroud Spells
| Mist Walker Level | Spell |
|---|---|
| 2nd level | wrathful smite |
| 5th level | enthrall |
| 9th level | phantom steed |
| 13th level | staggering smite |
| 17th level | banishing smite |
Deep Cut
Beginning at 3rd level, whenever you score a critical hit on a creature, the creature is instantaneously frightened of you until the end of its turn.
Misty Mark
At 6th level, when you hit a creature with a melee attack, you can use your bonus action to mark it with the mist. For 1 minute you know the target's location. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you. Additionally, any melee weapon attack roll you make against the market target is a
critical hit on a roll of 19 or 20 on the d20.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Bladestorm
Beginning at 10th level, you can enter into the mist to strike like the wind. As an action, you take your weapon and expend 1 to 5 shroud point. You attack one creature within 30 feet of you per shroud point expended. A creature hit suffers the attack's normal effects and takes 2d10 additional force damage. These attacks benefit from your Methodical Strikes feature, as you Mist Walk between your victims. You can then teleport to an unoccupied space you can see within your Mist Walk Distance of one of the targets you hit or missed.
Devastating Assault
Starting at 14th level, you can make a calculated strike against a foe in an attempt to exploit their defenses. As a bonus action you can make an Intelligence (Investigation) check of DC 15 to study one creature you can see within 60 feet of you. You make this check at disadvantage if the creature is an Aberration or a Construct. This check only determines any openings in the target’s defense and does not yield any additional information like resistances the creature may have. This effect ends after 1 minute.
The next time you successfully hit the target with a weapon attack, you deal an additional 12d10 force damage. Once you have successfully triggered the additional force damage, you must finish a short or long rest before you can use this feature again.
Additional Shroud Abilities
These are the exclusive abilities for the Conviction of the Blade. If a shroud ability has prerequisites, you must meet them to learn it. You can learn the ability at the same time that you meet its prerequisites.
Disarming Mist
As a bonus action, you can spend 2 shroud point to attempt to disarm a creature you hit with a melee weapon attack using the Mist to aid you. The target
must succeed on a Dexterity saving throw or have a weapon of your choice that it is currently wielding be teleported through the Mist to a space of your choice within 30 feet of the target.
Forceful Jaunt
Prerequisite: 5th level
As bonus action, you can spend 3 Shroud Point to make a medium size or smaller creature you hit with a melee weapon attack teleport. The target must succeed on a Wisdom saving throw or be teleported through the Mist to an unoccupied space of your choice that you can see within your Mist Walk Distance.
When the target appears at the chosen space, any creatures within 5 feet may use their reaction to make a single attack against the target. If the target succeeds it’s saving throw, nothing happens.
Conviction of the Mind
Some Mist Walkers believe that only by strengthening their allies, can they achieve total dominance over their opponents. These Mist Walkers spend countless hours perfecting their ability to walk the Mist— so much so that they gain the ability to guide their allies through the Mist, and eventually their foes as well. For these Mist Walkers, the key to swift victory, is understanding the battlefield in its entirety, and controlling the positioning and flow of combat.
Conviction of the Mind Spells
Shroud Spells
| Mist Walker | Level Spell |
|---|---|
| 2nd level | dissonant whispers |
| 5th level | silence |
| 9th level | slow |
| 13th level | confusion |
| 17th level | rary's telepathic bond |
Calculated Exchange
Beginning at 3rd Level, as an action, choose two willing medium sized or smaller creatures that you can see within your Mist Walk Distance. Those creatures swap places. This does not provoke an opportunity attack for the moved creatures.
Veiled Ferry
At 6th level, whenever you Mist Walk, you can use your bonus action to touch a willing creature and have it accompany you. The target must be medium size or smaller, and appears in an unoccupied space of your choice next to you. If there isn’t an unoccupied space within 5 feet of your arrival point, the target is moved to the nearest unoccupied space and takes force damage equal to twice the number of feet it is forced to move.
After teleporting, the creature can use its reaction to move up to its speed, and has advantage on the next attack it makes before the end of its next turn.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Vigilant Response
At 10th level, your ability to track multiple enemies on the battlefield is uncanny. Whenever a creature within 30 feet of you that you can see is attacked, you can use your reaction and expend 1 to 5 shroud points. The creature is protected by a cloak of mist. It gains 5 temporary hit points per shroud point spent until the end of your next turn. If the target takes damage from a creature that is within 5 feet of it while it has these hit points, the target
can use its reaction to make a melee weapon attack against that creature.
Veiled Subterfuge
Starting at 14th level, whenever an ally that you can see that is within 60 feet of you is the target of an attack, after the die is rolled, but before the DM declares whether the hit was successful, you can, as a reaction attempt to swap the places of that ally and another creature of your choice— potentially having the new creature take the attack instead.
Choose one medium sized or smaller creature within your Mist Walk Distance that you can see. If the target is a willing target, switch the target’s position with your ally. Then, apply the original attack to the new creature, using its AC to determine the success or failure of the attack. If it hits, the attack deals damage to the new creature and applies any additional abilities, conditions, saving throws, etc. to the new creature as normal.
If the target is an unwilling creature, it must succeed a Wisdom saving throw or be forced to swap places with your ally and take the attack.
Once you use this feature, you must finish a short or long rest before you can use it again.
Additional Shroud Abilities
These are the exclusive abilities for the Conviction of the Mind. If a shroud ability has prerequisites, you must meet them to learn it. You can learn the ability at the same time that you meet its prerequisites.
Eldritch Grasp
Prerequisite: 5th level
As a bonus action, you can spend 3 Shroud Points to immobilize a creature you can see within 30 feet of you. The target must succeed a Strength saving throw or be restrained by eldritch tendrils of mist until the start of your next turn. A Large or larger creature has advantage on this saving throw.
Swift Guidance
As a bonus action, you can spend 2 Shroud Points and choose a number of creatures you can see 30 feet of you,
up to a number equal to your Intelligence modifier (minimum of one). The creatures can immediately use their reaction to use your Mist Walk feature and then move up to theirs speed.
Conviction of the Shroud
Some Mist Walkers delve so deeply into their studies of the Mist, that they learn to manifest its raw energy with added effects. These Mist Walkers manipulate the mist to their advantage and push the boundaries of its true capabilities. As much scholars as warriors, these Mist Walkers frequently become obsessed with unraveling the Mist’s secrets and often feel a call to explore the ruins of lost civilizations and ancient tombs in search of unlocking its mystery.
Conviction of the Shroud Spells
Shroud Spells
| Mist Walker Level | Spell |
|---|---|
| 2nd level | bane |
| 5th level | darkness |
| 9th level | stinkering cloud |
| 13th level | evard's black tentacle |
| 17th level | cloud kill |
Life Transference
Beginning at 3rd level you have learned to tap into the more mystic forces of the Mist to aid your allies at the cost of your own life essence. As an action, you may expend 1 Hit Dice and touch one creature to transfer part of your life force to them. Roll the Hit Dice. You take necrotic damage equal to the roll and the target creature regains hit point equal to twice us much + your Intelligence modifier (minimum of one). This damage may not be prevented in any way. If the necrotic damage would reduce your hit points to 0, you drop to 1 hit point instead and your target receives no healing benefit from this ability.
Rip Life Force
At 6th level, when a hostile creature within your 30ft of
you is reduced to 0 hit points, you can use your reaction to regain hit points equal to the enemy’s number of Hit Dice. Additionally, you regain one expended Hit Dice.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Vampiric Transference
Beginning at 10th level, you can manifest a brief wave of necrotic mist around you. As an action, you create a 30-foot sphere of mist centered on you and expend 1 to 5 shroud points. Choose any number of creatures within the affected area. Those creatures must succeed on a Constitution saving throw or have their life force ripped from them. Each target takes 1d6 necrotic damage per shroud point spent on a failed save, or half as much damage on a successful one.
Then, any number of creatures within the mist may regain hit points equal to the total damage dealt by this ability. The total number of hit points gained this way must be divided among the new targets, in a manner of your choosing.
Dauntless Mist
Starting at 14th level, you can harness the raw power of the Mist to bolster you and your allies. As an action, choose a number of creatures you can see up to a number equal to your Intelligence modifier (minimum of one). Those creatures become sheathed in a dark purple mist. Whenever one of those creatures starts their turn within 60 feet from you, that creature gains a +2 bonus to their AC, regains 1d4 hit points and cannot be magically slowed. A creature doesn't regain this hits points if it has 0 hit points. This effect lasts for 1 minute.
Once you use this feature, you must finish a short or long rest before you can use it again.
Additional Shroud Abilities
These are the exclusive abilities for the Conviction of the Shroud. If a shroud ability has prerequisites, you must meet them to learn it. You can learn the ability at the same time that you meet its prerequisites.
Obstructing Shroud
As a bonus action, you can spend 2 shroud points to choose a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or has disadvantage on attacks until the end of its next turn.
Soothing Mist
Prerequisite: 5th level
As a bonus action, you can spend 3 shroud points to cause a cooling mist to surround you and your allies.
Choose a number of creatures you can see within 30 feet of you, up to a number equal to your Intelligence modifier (minimum of one). Each of them gains 8 temporary hit points. This number of temporary hit point increase to 12 at 10th level in this class and 16 at 20th level in this class. While a creature has this temporary hit points, the creature has advantage on Wisdom saving throws against being charmed or frightened.
Shroud Abilities
If an shroud ability has prerequisites, you must meet them to learn it. You can learn the ability at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Banish
Prerequisite: 13th level
You can spend 5 shroud points and cast banishment.
Blessing of the Mist
Prerequisite: 13th level
You can spend 5 shroud points and cast freedom of movement.
Cloaking Mist
You can spend 2 shroud points and cast fog cloud centered on yourself. You don't need to see to be able to use your Mist Walk feature within this area.
Circle of Shadows
Prerequisite: 17th level
You can spend 6 shroud points and cast teleportation
circle.
Despair
Prerequisite: 9th Level
You can spend 4 shroud points and cast fear.
Dusk Walker
Prerequisite: 5th level
You can spend 3 shroud points and cast pass without trace.
Fade to Black
Prerequisite: 5th Level
You can spend 3 shroud points and cast invisibility targeting yourself.
Far Realm
Prerequisite: 13th level
You can spend 5 shroud points and cast hallucinatory terrain.
Hallucinatory Vapors
Prerequisite: 9th level
You can spend 4 shroud points and cast mayor image.
Illusory Duplicate
Prerequisite: 5th level
As a bonus action, you can spend 2 shroud points and cast mirror image. Doing so creates one illusory duplicate instead of three. The number of illusory duplicates created increases to two at 10th level in this class and to three at 20th in this class.
Invoke Shadows
Prerequisite: 5th level
You can spend 3 shroud points and cast phantasmal force.
Jaunt
As a reaction, you can spend 1 shroud point to Mist Walk up to your Mist Walk Distance to another unoccupied space, whenever you take damage or are subject to an area of effect that allows you to make a Dexterity saving throw to take only half damage. If you move enough to
leave the area of effect, you perform the saving throw with advantage.
Jump
Prerequisite: 13th level
You can spend 5 shroud points and cast dimensional door.
Shadow Walk
You can spend 2 shroud points and cast longstrider. A creature affected by this spell has advantage on Dexterity (Stealth) checks while in dim light or darkness.
Melt in Shadows
Prerequisite: 13th Level
You can spend 5 shroud points and cast greater invisibility targeting yourself.
Mirage
You can spend 2 shroud points and cast silent image.
Misty Storm
Prerequisite: 9th level
You can spend 4 shroud points and cast sleet storm centered on yourself. You can see clearly through the storm and you don't suffer its negative effects. Additionally, you can use your Mist Walk to teleport to any location within the range.
One with the Mist
Prerequisite: 9th level
You can spend 4 shroud points and cast gaseous form targeting yourself.
Remove Boundaries
Prerequisite: 9th Level
You can spend 3 shroud points and cast levitate targeting yourself.
Short Step
You can spend 1 shroud points and cast misty step. Doing so counts as using Mist Walk for the propose of other features such as Methodical Strikes.
Step into the other Side
Prerequisite: 9th level
As a bonus action, you can spend 2 shroud points and cast the etherealness, but the spell ends at the end of your turn.
Veil of Shadows
Prerequisite: 5th level
You can spend 3 shroud points and cast blur.
Veiled Shield
As a reaction, you can spend 1 shroud point to gain a +2 bonus to AC whenever a creature hits you with an attack, potentially causing the attack to miss you. This bonus increases to +3 when you reach level 10th in this class, and to a +4 when you reach level 20th in this class.
Multiclassing as a Mist Walker
In order to meet the prerequisites for Multiclassing into a Mist Walker you must have either a Strength or Dexterity score of at least 13, and you must have an Intelligence score of at least 13.
When you multiclass into Mist Walker from another class you gain proficiency with Short Swords, Scimitars, Rapiers and the Poisoner’s Kit or Thieves' Tools.
Revisted by /u/Enderluck (Discord Enderluck#8624).
Original Mist Walker from Taking20.
Art from: Kim Van Deun.
Last review: 9/4/20.
The objectives of the revision were:
- Balance Mist Walk (too much distance).
- Correct bad design (eg. Tactical Precision moved from 9th to 11th level).
- Reduce bookkeeping (eg. Conviction of the Shroud had too many abilities that could be used a number of times per day equal to your Intelligence modifier).
- Simplify and balance the subclasses (eg. at 3rd level Conviction of the Mind had too many features).
- Added the possibility of using ranged weapons (eg. Archery and the Conviction of the Arrow).
- Increase customization through Shroud Abilities and added Shroud Spells. Additionally, Shroud Points have become a short rest resource, as Ki Points.
- Transform some features into Shroud Spells to add concentration component (eg. Toxic Mist).
- Modified hit points (d10 -> d8), proficiencies and starting equipment.
Xanathar's Guide Class Flavor
The mist is an unpredictable force, source of the powers of mist walkers. No one is sure where it comes from. Some think that it seeps from the shadowfell, others from the ethereal plane. No matter where it comes from all mist walkers drawn their power from it, as warlocks do from their patron, but their connection is much more intimate. They learn with study and intense practice how to master it, to control it as if it were a part of themselves.
Mist walkers are a mystery, there are no two the same. The form in which they acquired and use their powers differ from each other. A conviction is what guides a mist walker's actions. Some accept their power, others reject it. Some use it to maim and murder, others to help and heal. A mist walker can be manipulative and elusive or merciful and self-sacrificed.
Playing a mist walkers is a unique experience by itself. To further distinguish it, you can use the following options to flesh out your character and know more about its nature.
Organization
At some point in their lives, all Mist Walkers received formal training in some kind of organization in which they perfect their skills and hone deadly martial arts. However, not all Mist Walker keeps in one places, some live and die for their organization while others leave them with resentment.
Where did you receive your formal training? How did you join them? Are you still affiliated to them? How was your training? What about your trainer, do you still have contact with it?
Organization
| d6 | Organizations |
|---|---|
| 1 | Assassin Guild. A merciless assassin forged you as a weapon for a deadly propose. |
| 2 | Eldritch Society A mad wizard without your consideration forced you to master your dark secret. |
| 3 | Forgotten Council. Creatures from the mist talked you in dreams, teaching and saying to you what to do. |
| 4 | Military Army. You were trained by a soldier with a hard hand who showed you the importance of not relying on others. |
| 5 | Millennial Family. Your parents summited you to the ancient training that once they made. |
| 6 | Religious Cult. A high priest convinced of your talent taught you how to master your mysterious gift. |
Awakening
Controlling the mist isn't an easy task. Many mist walkers study and practice for years before start showing signs of this power. Usually, a stressful moment serves as a catalyst to awake their talents. This critical moment is defining for their personality and goals and marks their way of perceiving the mist.
When did you awake your abilities? Were you young, an adult or maybe just a gifted child? How had you got them if it is you know it? Where did you unleash your powers for the first time? How did you feel at that moment? Were you afraid? What had triggered that instant? What did you do to control your new powers? And then what have you done with them?
Awakening
| d6 | Awakenings |
|---|---|
| 1 | At the moment you became an adult, something else awoke in your inside, something dark and misty. |
| 2 | One day, you met someone or something that bestow you the mist. Thereafter you can control it. |
| 3 | From a nightmare you suddenly wake up panting, surrounded in a dark thick mist as the one you dreamed about. |
| 4 | In your veins dwelled an ancient family curse / blessing, slept over centuries. You awoke it by accident / deliberately. |
| 5 | You closed your eyes in a moment that fear took hold of you. When you opened them again you appeared at your home. |
| d6 | Awakenings |
|---|---|
| 6 | You entered in contact with another plane of existence by error. Since then, you can see a light purple mist around you. |
Sensation
The mist doesn't affect everyone the same way. Some see it as a gift and embrace it, others as a curse and go mad. The powers of the mist are perceived differently by those who harness it. Manipulation the mist isn't an easy feat and requires to be cold-minded. The mist can be cosy or creepy. However, a mist walker must learn to live with the feeling in harmony, to control the mist and not let the mist control them.
Try to describe your connection with the mist. What do you think about it? Do you like it or not? How makes you feel walking through the mist? Have you willingly started using it or have you been forced to do so? Do you feel compelled by the mist or you think to have total control over it?
Sensation
| d6 | Sensations |
|---|---|
| 1 | Captivity. I feel trapped in the mist, unable to choose my path. I can't breathe or see, only feel a cold breeze. |
| 2 | Chaos. There are so many stimulus that I can't concentrate. My senses seem to amplify the deeper I step into the mist. |
| 3 | Fear. I don't feel comfortable in the mist, there is something watching me from the darkness, following my steps. |
| 4 | Freedom. I feel free as the wind while traversing through the mist. There are no boundaries, no gravity, no friction. |
| 5 | Joy. The mist is where I'm the most comfortable. I feel to melt with the mist, like if I belonged there. |
| 6 | Peace. My mind comes blank when I step into the mist. There is nothing at sight, no matter where you go. |
Personal Decisions
The reason for turning a mist walker differs for each person. Some do it for power, others out of curiosity. The decision is not always an easy one, as the mist is a mystery for everyone who proposes to control it and requires patience, will and understanding.
Consider why you became a mist walker. Have you been tempted by the mist or you have been forced by the circumstances? Have you taken the decision alone or you have been encouraged to do so? Did you know what you were getting into or you just did it? Was it easy your start or had you problems learning to control it?
Mist Walker
| d6 | I become a mist walker because... |
|---|---|
| 1 | I could hear voices, whispering. One day, I decided to listen to what they had to say. |
| 2 | I felt that something was calling me, something beyond our understanding. I needed to know what it was. |
| 3 | I found an ancient book with forgotten lore. I couldn't resist learning what was hidden in its pages. |
| 4 | I joined an organization that could see my potential. They taught me everything I know. |
| 5 | I saw such wonderful / horrible things in another plane of existence. I needed to go back. |
| 6 | I wanted to hone deadly martial arts. I needed the strength to archive my goals. |
Additional Shroud Abilities
At 2nd level, a mist warlker gains Shroud feature. Here are new options for that feature, in addition to the basic options.
If an shroud ability has prerequisites, you must meet them to learn it. You can learn the ability at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Dance of Death
You can spend 2 shroud point and cast zephyr strike.
Deep in the Darkness
Prerequisite: 5th level
You can spend 3 shroud point and cast rope trick.
Long Step
Prerequisite: 9th level.
You can spend 4 shroud point and cast thunder step.
Misty Blade
Prerequisite: 5th level.
You can spend 3 shroud point and cast shadow blade.
Misty Strike
When you hit a creature with a melee weapon attack, you can expend shroud points to deal force damage to the target, in addition to the weapon's damage. The extra damage is 1d8 per shroud point spent. The maximum number of shroud points you can spend in an attack is the same that in a spell, shown at the Spells and Shroud Points table.
Quick Step
Prerequisite: 17th level.
You can spend 6 shroud points and cast far step.
Shadow Armor
Prerequisite: 13th level.
You can spend 5 shroud points and cast shadow of moil.
Veiled Attacks
Prerequisite: 17th level.
You can spend 6 shroud points and cast steel wind strike.
Warding Mist
Prerequisite: 5th level.
You can spend 3 shroud points and cast warding wind.
Warp
Prerequisite: 5th level
Once per turn, whenever you Mist Walk you can spend 1 shroud points to cause a distortion around you. Each creature within 5 feet of the space you left takes force damage equals your Intelligence modifier (minimum of 1 damage).
Unearthed Arcana
If you play with the Unearthed Arcana Class Feature Variants 2019, consider the following:
Shroud Versatility
2nd-level feature (enhances Shroud Abilities)
Whenever you finish a long rest, you can replace one shroud ability you know with a different ability. This change reflects your mental preparation and connection with the mist for the day ahead.
Shroud Abilities Options
(enhances Shroud Abilities)
When you choose shroud abilities, you have access to the following options.
Creatures from the Mist
You can spend 2 shroud points and cast unseen servant.
Distant Vision
Prerequisite: 17th level
You can spend 6 shroud points and cast scrying.
Distant Voices
Prerequisite: 9th level.
You can spend 4 shroud points and cast speak with dead.
Drawn by the Mist
You can spend 2 shroud points and cast compelled duel.
Far Sight
Prerequisite: 9th level
You can spend 4 shroud points and cast carivoyance.
Far Speech
Prerequisite: 9th level
You can spend 4 shroud points and cast sending.
Follow the Trace
Prerequisite: 13th level
You can spend 5 shroud points and cast locate creature.
Gift from the Shadows
Prerequisite: 17th level
You can spend 6 shroud points and cast creation.
Guided by the Mist
Prerequisite: 5th level
You can spend 3 shroud points and cast locate object.
Mist-Imbued Blade
Prerequisite: 13th level.
You can spend 3 shroud points and cast magic weapon.
Murky Mark
You can spend 2 shroud points and cast hunter's mark.
Invisible Stalker
Prerequisite: 13th level
You can spend 5 shroud points and cast phantasmal killer.
On the Other Side
Prerequisite: 13th level.
You can spend 5 shroud points and cast mondenkainen's private sanctum.
Secrets of the Mist
Prerequisite: 17th level
You can spend 6 shroud points and cast contact other plane.
Sixth Sense
You can spend 2 shroud points and cast detect magic.
Tangible Force
Prerequisite: 17th level
You can spend 6 shroud points and cast wall of force.
Martial Versatility
2nd-level feature (enhances Fighting Style)
Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and
gain the benefits of another style.
Style Options
2nd-level feature (enhances Fighting Style)
When you choose a fighting style, the following styles are added to the list of options.
Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
Close Quarters Shooter
When making a ranged attack while withing 5ft of a hostile creature, you don’t have disadvantage. Ranged attacks ignore half cover and three quarters cover against targets within 30ft. You also gain +1 bonus to attack rolls on ranged attacks.
Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Mariner
As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Tunnel Fighter
You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make
opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Backstab
3rd-level feature (replaces Methodical Strikes)
You can use your Mist Walk to attack your enemies with blinding speed. Whenever you Mist Walk within 5 feet of a creature, you gain advantage on your next melee weapon attack against that creature before the end of your turn.
Multiple Mist Walk
4th-level feature (replaces Improved Mist Walk)
At 4th level, when you take the Attack action, you can use you Mist Walk to teleport up to half your Mist Walk Distance before each attack.
Misty Form
17th-level feature (enhances Between Two Worlds)
In addition to Etherealness, you can cast Astral Projection with the same parameters that Etherealness, explained in the Misty Form feature.
Further Mist Walk
18th-level feature (enhances Greater Mist Walk)
In addition to Teleport, you can cast Plane Shift with the same parameters that Teleport, explained in the Greater Mist Walk feature. You can't teleport to a plane of existence that you haven't previously been unless you have a forked, metal rod worth at least 250 gp, attuned to the plane of existence you want to travel as the normal casting of the spell.