Homebrew
hit dice:
d6 per Priest - Vocation of Shadows level
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Vocation Features
Power Word: Shadow
Speaking this word as an action, you may fill a 10-foot radius space within 60 feet of you with a magical darkness for up to 1 minute. You can see perfectly through this darkness.
At Higher Levels: When you use this Word with a spell slot of 2nd level or higher, the radius of darkness increases by 5 feet for each slot level above 1st. If you use this Word using a spell slot of 4th level or higher, you may choose any number of creatures that you can see to be able to see through the darkness you create with your spells and abilities for as long as this Word is active.
Shadowform
At 1st level, you gain darkvision at a range of 120 feet. As an action, you may enter a form of pure shadow for up to 1 minute, or until you lose concentration (as if concentrating on a spell). While in this form, creatures have disadvantage on attack rolls against you.
You may use this ability twice, regaining the expended uses after a short or long rest.
Mind Blast
At 3rd level, you can deliver a blow to the enemies' mind. Choose a creature within 60 feet of you. That creature must make a Wisdom saving throw, taking 2d8 plus your Intelligence modifier as psychic damage, or half as much damage on a successful one. A creature that fails the saving throw also has disadvantage on Wisdom saving throws until the end of your next turn.
You may use this ability twice, requiring a short or long rest before using it again.
The damage of this ability increases by 1d8 at 5th level (3d8), 11th level (4d8), and 17th level (5d8).
Shadow Armament
At 6th level, you may use your bonus action to conjure a weapon of solidified shadow for 1 minute. You may choose to form any one-handed weapon that does not have the versatile property, and you are proficient with this weapon.
On a hit, the weapon deals psychic damage, instead of its normal damage type. If the weapon has the thrown property, it returns to your hand immediately after the attack.
If you attack with this weapon while in your Shadowform, you have advantage on attack rolls with this weapon. If you hit with an attack using this weapon while in darkness, creatures struck must make a Constitution saving throw or be stunned until the start of your next turn.
You may use this ability twice, requiring a short or long rest before using it again.
Fear of the Dark
At 10th level, whenever you create darkness with your spells or abilities, creatures of your choice within the darkness must make a Wisdom saving throw against your Spell save DC or be frightened until they can leave the darkness. While frightened in this manner, you gain advantage on Charisma (Intimidation) checks against them.
As an action on each of your turns, you may choose to slip through the darkness and appear next to one creature that is frightened of you and force them to make another Wisdom saving throw. This movement does not provoke attacks of opportunity. On a failed save, the creature is paralyzed until the end of their next turn.
Shadow Visions
At 14th level, as a bonus action, you can curse an individual to believe they are surrounded by enemies. A creature of your choice within 60 feet of you becomes frightened of you for one minute, and has disadvantage on attack rolls and ability checks while they are frightened in this manner. Creatures that are immune to being charmed or frightened may still be affected.
If you are in Shadowform when you use this ability, the creature also takes psychic damage equal to your level plus your intelligence modifier at the end of each of their turns.
At the start of each of their turns, a creature may make an Intelligence saving throw, negating the psychic damage on a successful save. Creatures that are immune to being charmed or frightened have advantage on the roll.
Umbral Form
At 18th level, you may use your Shadowform an unlimited number of times. Additionally, while in Shadowform, you gain advantage on attack rolls, ability checks, and saving throws, and can see through all magical and nonmagical darkness as though it were bright light.
subclass options:
Spell Level | Vocation Spells |
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Cantrips | Minor Illusion, Thaumaturgy |
1st | Magic Missile, Silent Image |
2nd | Invisibility, Darkness |
3rd | Gaseous Form, Major Image |
4th | Phantasmal Killer, Hallucinatory Terrain |
5th | Mislead, Seeming |
6th | Programmed Illusion |
7th | Project Image |
8th | Maddening Darkness |
9th | Weird |