Difference between revisions of "Shadow Army (3.5e Feat)"
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|summary=Master the shadows to raise and command an army of undead warriors, growing in power and capability as you advance in your journey. | |summary=Master the shadows to raise and command an army of undead warriors, growing in power and capability as you advance in your journey. | ||
|fluff=Your mastery over shadow magic allows you to raise and command an army of undead warriors bound by your will, with the ability to summon, store, and enhance Shadows and Shadow Generals over time. | |fluff=Your mastery over shadow magic allows you to raise and command an army of undead warriors bound by your will, with the ability to summon, store, and enhance Shadows and Shadow Generals over time. | ||
− | |prereqs=Must have killed a create of equal or more HD, must be able to conjure a Shadow and Necromancy spell. | + | |prereqs=Must have killed a create of equal or more HD then you, must be able to conjure a Shadow and Necromancy spell. |
|benefit=You gain the ability to conjure life like shadows that get stronger along your adventure. | |benefit=You gain the ability to conjure life like shadows that get stronger along your adventure. | ||
Revision as of 19:21, 23 March 2025
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Shadow Army [General]
Your mastery over shadow magic allows you to raise and command an army of undead warriors bound by your will, with the ability to summon, store, and enhance Shadows and Shadow Generals over time.Prerequisites: Must have killed a create of equal or more HD then you, must be able to conjure a Shadow and Necromancy spell.Benefit: You gain the ability to conjure life like shadows that get stronger along your adventure.
- Character Level 1st: When you slay a creature, you may raise it as a Shadow, a unique undead under your control. You may control a number of HD worth of Shadows equal to twice your character level. This ability does not require material components, and the Shadows retain their weapons and armor, but not any magical properties.
- Character Level 3rd: Your Shadows gain Damage Reduction 5/magic and a +2 enhancement bonus to Strength and Dexterity. You may store your Shadows in a pocket dimension, and while stored, they do not count toward your HD limit. You may summon them back as a standard action, and may summon new ones after 1 minute.
- Character Level 6th: You may designate your Shadows as either a Physical or Mental soldier. Physical Shadows retain their physical stats, while Mental Shadows retain their mental stats. Shadows can now communicate with each other in Shadow Language, though you cannot understand them.
- Character Level 9th: Your Shadows' attacks count as magical for overcoming Damage Reduction. Any Shadow with at least 6 HD gains an additional attack on a full-attack action. You may summon or dismiss your Shadows as a swift action.
- Character Level 12th: You may designate particularly powerful Shadows as Shadow Generals. When you animate a creature of at least CR 5, you may choose to elevate it, granting it +2 HD, +2 Strength and Dexterity, +2 profane bonus to AC. You may have one Shadow General per 5 character levels.
- Character Level 15th: Your Shadows gain Fast Healing 5. If a Shadow is reduced to 0 HP, it is banished to the pocket dimension and regenerates over time. A regenerating Shadow takes 1 hour per HD to fully restore itself. Shadow Generals regenerate at twice this speed. You may now summon or dismiss your Shadows as a free action.
- Character Level 18th: Your maximum Shadow control limit increases to three times your character level (3 HD per level). Your Shadows retain any resistances and immunities they had in life. Shadow Generals gain Fast Healing 10 and can regenerate lost limbs in 5 minutes.
- Character Level 20th: You may select one Shadow to become your Shadow Champion, an undead warrior whose power rivals your own. The Shadow Champion's total HD equals your character level or the original HD of the creature you choose to animate, whichever is greater. The Shadow Champion gains bonuses including +4 Strength and Dexterity, Fast Healing 10, Damage Reduction 10/magic, Spell Resistance 10 + HD, Immunity to mind-affecting effects, and Darkvision 120 ft. The Shadow Champion does not count against your Shadow HD limit and reforms in your pocket dimension after 24 hours if destroyed. You may select a new Shadow Champion once per level, dismissing the previous one.
Special: Your Shadows gain bonuses that scale with the number of HD they have gained after becoming a Shadow, with the following adjustments:
* +2 Strength and Dexterity for every 4 HD gained. * +1 AC for every 4 HD gained. * +1 to Attack Rolls for every 5 HD gained. * +2 Damage for every 5 HD gained. * Fast Healing +2 for every 5 HD gained. * +2 to Saving Throws for every 6 HD gained. * Damage Reduction +2/magic for every 6 HD gained.
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Facts about "Shadow Army (3.5e Feat)"
Article Balance | Very High + |
Author | Antriton + |
Identifier | 3.5e Feat + |
Prerequisite | Must have killed a create of equal or more HD then you + and must be able to conjure a Shadow and Necromancy spell. + |
Rated By | Ghostwheel + |
Rating | Rating Pending + |
Summary | Master the shadows to raise and command an army of undead warriors, growing in power and capability as you advance in your journey. + |
Title | Shadow Army + |
Type | General + |