User:Zhenra-Khal/Shadow Hunter - Project Atrea (3.5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 7/11/2018
Status: Work In Progress
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In a world filled with darkness, a sacred few embrace the darkness in order to combat it, fighting fire with fire. These are known as Shadowhunters, arcane warriors who strike down that which goes bump in the night before vanishing into the night once more. 20 1 Good Good Poor Good Alternate Magic, Other


Shadowhunter[edit]

In the dark of night, foul creatures lurk. Those born of black blood and many shapes, infecting others with their bite. Those restless in their slumber, crawling from the grave, hungry and caught between life and death. Beasts of warped form and twisted mind, seeking to impose their alien will on this world and make it their own.

And most adventurers, willing or not, combat this umbral tide, whether it be their intention to do so, or merely claim prizes in the form of the former belongings of these beasts' victims or the bounties placed upon the creatures. And just as a Paladin wields his faith, a Sorcerer his magic or a Fighter his blade, some wield the darkness itself, knowing that the best way to fight back against the shadows is to understand them, risking becoming on themselves in the process.

Orders of these unseen and unsung knights are scattered through the realm, holed up in ruined keeps, ancient temples and run-down crypts, teaching their dark arts to those who seek them out.

To the things that go bump in the night - Beware the Shadowhunters.

Making a Shadowhunter[edit]

Magical warriors through and through, Shadowhunters excel at taking out single targets, and make formidable ranged or melee attackers, though not the most durable.

Abilities: Charisma is your mot important stat overall, allowing you to focus the darkness within yourself.

Races: Any race may become a Shadowhunter, though none are more common than Humans.

Alignment: Any. While evil Shadowhunters are rare, they do exist, as those who drift into darkness can become lost in it.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: Moderate.

Table: The Shadowhunter

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Blacklight, Shadowborne Bonds, Shadowborne Weaponry (1d6, Magic), Track, Dark Foe +2
2nd +2 +3 +0 +3 Basic Combos, Dark Sight (Blacklight)
3rd +3 +3 +1 +3 Shadowhunter Path
4th +4 +4 +1 +4 Shadowborne Weaponry (1d8, Silver), Bonus Feat
5th +5 +4 +1 +4 Blacklight Caster, Dark Foe +4
6th +6/+1 +5 +2 +5 Simple Combos, Dark Sight (Darkvision)
7th +7/+2 +5 +2 +5 Shadowborne Weaponry (1d10, Aligned)
8th +8/+3 +6 +2 +6 Bonus Feat, Quick Swap
9th +9/+4 +6 +3 +6 Swift Tracker
10th +10/+5 +7 +3 +7 Advanced Combos, Dark Sight (See In Darkness), Shadowborne Weaponry (1d12, Ghost Touch), Dark Foe +6
11th +11/+6/+1 +7 +3 +7
12th +12/+7/+2 +8 +4 +8 Bonus Feat
13th +13/+8/+3 +8 +4 +8 Shadowborne Weaponry (2d6, Wraithborne)
14th +14/+9/+4 +9 +4 +9 Master Combos, Combo Augments
15th +15/+10/+5 +9 +5 +9 Dark Foe +8
16th +16/+11/+6/+1 +10 +5 +10 Shadowborne Weaponry (2d8), Bonus Feat
17th +17/+12/+7/+2 +10 +5 +10
18th +18/+13/+8/+3 +11 +6 +11
19th +19/+14/+9/+4 +11 +6 +11 Shadowborne Weaponry (2d10)
20th +20/+15/10/+5 +12 +6 +6 Dark Foe +10, Bonus Feat

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Shadowhunter.

Weapon and Armor Proficiency: Shadowhunters are proficient with all simple and martial weapons, plus their Shadowborne Weaponry. They are also proficient with Light armor and shields (But not tower shields).

Blacklight: Shadowhunters utilize an energy known as Blacklight. These are [Light] (Shadow) effects infused with the energy of the Shadow Plane, causing them to shine no light - Indeed, they dim light near them instead of producing them. Blacklight damage is a magical effect, and against undead, shapechangers, oozes, aberrations and fungal creatures, a Blacklight effect's damage is increased by one die size.

Saves: The save DC for a Shadowhunter's abilities is equal to 10 + 1/2 class level + Charisma modifier unless otherwise noted.

Track: You gain Track as a bonus feat, just like a Ranger.

Shadowborne Bonds (Su): Every Shadowhunter has three tattoos on their body, tying them to the Shadow Plane. Two of these are on their palms, or the backs of their hands, and the last is either over their heart, between their should blades on their back, or on their forehead. These tattoos are what allows them to draw on, focus and control their energy darkness, and they lose most of their powers if these tattoos are destroyed. Restoring damaged or removed tattoos takes 100 GP per class level, a whole day, and must be done by a Shadowhunter with at least 4 HD more than you.

Dark Foe (Ex): You've trained extensively to fight against the creatures of darkness. This functions like the Ranger's Favored Enemy, except it functions against Undead, Shapechangers, Aberrations and creatures native to the Plane of Shadow, such as Shadar-Kai.

Shadowborne Weaponry (Su): The first signature ability of a Shadowhunter is their ability to create weaponry from thin air. With the same action as drawing a weapon, you can summon to your hand a melee weapon, ranged weapon or bead of magical energy; These are referred to hereafter as Sword, Gun and Magic, respectively, even though they can take on almost any visual appearance you want (Such as a hammer, crossbow and skull, or etc). All of these weapon deal slashing, piercing or bludgeoning damage (Chosen at the time of the attack), starting out at 1d6 and increasing as you level. Because they are magical, they bypass damage reduction as if they were magic, and they are Blacklight effects, and as such are more powerful against creatures such as undead and werecreatures. Each weapon can be used as an attack action, and put away with the same action as drawing a weapon.

The "Sword" is a melee weapon with a 19-20 cit range.

The "Gun" is a ranged weapon with a x3 crit multiplier and 100ft range increment.

The "Magic" is a 5ft-radius burst with Close range, allowing a Reflex save for half damage.

At 4th level, the damage dice increases to 1d8 and the weapons bypass damage reduction as if they were Silver.

At 7th level, the damage dice increases to 1d10 and the weaponry bypasses damage reduction as your alignment (Thus a Chaotic Good Shadowhunter's weapons would bypass DR/Good and DR/Chaotic).

At 10th level, the damage dice increases to 1d12 and the weapons count as Ghost Touch weapons, hitting incorporeal creatures normally.

At 13th level, the damage dice increases to 2d6 and the weapons are now touch attacks (Sword, Gun) or ignore all but total cover (Magic).

At 16th level the damage dice increases to 2d8, and to 2d10 at 19th level.

The weapons can be enchanted as normal weapons, augmenting the corresponding tattoos. The weapons count as Conjuration (Calling, Shadow) [Light] effects, and as such cannot be summoned in an antimagic field, and are prevented by Dimensional Anchor" as if they were a teleportation spell. If the weapon leaves your hand, it fade into wispy shadowstuff instantly.


Combos (Su): Shadowhunters are known for being able to create magical effects from merely attacking with their shadowy weaponry, and this is how they do it. Each Combo requires you land a certain number of attacks with specific weapons, and while the order does not matter, the attacks must be successful (In the case of the Magic attack, the target must fail its save), and within 1 round of each other. Then, on the same round as you land the final attack, you must use your Swift action to complete the Combo. Once used, each individual Combo cannot be used again for 5 rounds.

For example, Donovan, A 3rd-level Shadowhunter, wants to use the Obsidian Tears combo, wielding the "Sword" in his mainhand and the "Gun" in his offhand. If he lands both of his attacks, then he can use his swift action to complete the combo and debuff the target.

The complete list of Combos is shown after the class description and Path abilities. You need not learn specific Combos; You automatically know all the Combos of a specific grade when you unlock that grade. Basic combos are available at 2nd level, Simple combos at 6th level, Advanced combos at 10th and Master combos at 14th level.


Dark Sight (Su): Useless is the hunter who cannot see his prey. At 2nd level, all Shadowhunter can activate or deactivate Dark Sight as a swift action. While using Dark Sight, you gain Low-Light Vision (Stacking with other sources of Low-Light Vision), and can see normally in areas flooded by Blacklight, but you suffer from Light Blindness - Abrupt bright light blinds you for 1 round and leaves you Dazzled as long as you remain within the bright light while Dark Sight is active. During Dark Sight, the whites of your eyes turn pitch black and inky smoke wafts from your eyes.

At 6th level, you also gain Darkvision during Dark Sight; And at 10th level you can see through even magical darkness, much like a fiend.


Shadowhunter Path: At 3rd level, you choose which path you want to follow - The Path of the Shadowslayer, or the Path of the Nighthunter. Shadowslayers use blessed weaponry and defensive tactics to eradicate their chosen foes, while Nighthunters use animalistic abilities and guerrilla tactics, fighting much like the creatures they hunt. Once this choice is made, it cannot be changed.

Bonus Feats: At every level divisible by 4, the Shadowhunter gains a bonus Fighter feat. If they choose the Path of the Shadowslayer, they can also choose Divine feats; If they choose the Path of the Nighthunter, they may instead choose Ambush feats.

Blacklight Caster: (Su) Beginning at 5th level, if you possess or gain any magical talent (Such as spellcasting, manifesting or invocations), you can choose to forfeit your Magic attack for the round in order to change any (Shadow), [Darkness] or [Light] spell into a Blacklight spell.

Quick Swap: (Su) Beginning at 8th level, you may summon or dismiss your Shadowborne Weaponry as a free action, allowing you to swap weapons in the middle of a full attack.

Swift Tracker: (Ex) Beginning at 9th level, a Shadowhunter can move at normal speed while following tracks without taking the normal –5 penalty, and takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Combo Augments: (Su) At 14th level, you learn 4 new abilities you can use to augment a combo - Heal, Stun, Blind and Warp. Each of these can be used in place of a normal attack or an attack of opportunity. However, you can only use 1 Combo Augment every 5 rounds.

Heal allows you to heal a target by touch, restoring a number of hit points equal to your Shadowborne Weaponry damage dice. This is not positive energy and has no effect on undead, shapechangers, aberrations or shadow creatures.

Stun allows you to Daze the target until the beginning of your next turn if it fails a Fortitude save.

Blind allows you to Dazzle the target until the beginning of your next turn if it fails a Fortitude save.

Warp allows you to move up to your land speed.


<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->


Shadowhunter Combos[edit]

Basic[edit]

Swift Strikes: (Sword/Sword) Upon using this combo, you gain Swift Strikes for 3 rounds. During this time, when wielding your Shadowborne Weaponry, you attack at every +4 BAB instead of at every +5, and in any round you do not otherwise attack, you can make a single attack with one of your Shadowborne Weapons as a Swift action.

Shotgun: (Gun/Gun) Upon completing this combo, you make a single Gun attack at 1 target per class level, as long as they are within the first range increment of your gun.

Blacklight Blast: (Magic/Magic) Upon completing this combo, you unleash your Magic attack in cone out to Close range instead of a 5ft burst. This Blacklight Blast deals twice your normal Magic attack damage.

Vampiric Blade: (Sword/Magic) Upon completing this combo, your blade ripples like heat. For the next 3 rounds, when you attack with your blade, you heal for an amount equal to the amount of base weapon damage done (Thus not counting crits, sneak attack, enchantments or other sources of extra damage).

Obsidian Tears: (Sword/Gun) Upon completing this combo, you mark a target. For the next minute, they take +2 points of extra damage from all Blacklight sources for every instance of Blacklight-based damage they have suffered since this mark was applied. Thus if they had been hit by three Blacklight attacks, the fourth attack would get +6 damage.

Find The Mark: (Gun/Magic) Upon completing this combo, your Gun attacks for the next 3 rounds are instead ranged touch attacks.

Simple[edit]

Sixfold Strike: (Sword/Sword/Sword) Upon completing this combo, you make a single melee attack with your blade. If it hits, the attack deals 6 times the weapon's normal base damage.

Pierce The Dark: (Gun/Gun/Gun) Upon completing this combo, make a single ranged attack roll and apply it to the AC of every target in a 120-ft line. Each target struck takes your twice normal Gun damage, plus 2 damage for every enemy before them in the line - Meaning the fourth target hit would take +6 damage.

Shatter The Night: (Magic/Magic/Magic) Upon completing this combo, you deal 3 times your normal Magic attack damage in a 20ft burst, and subject the entire area to an area Dispel Magic, using your full Shadowhunter level in place of caster level.

Sap Strength: (Sword/Gun/Magic) Upon completing this combo, you deal Strength damage to a single target within the range of your Magic attacks equal to your normal Shadowborne Weaponry damage.


Advanced[edit]

Falling Dusk: (Sword/Sword/Gun) Upon completing this combo,

Embrace The Night: (Sword/Sword/Magic) Upon completing this combo,

Pierce The Veil: (Gun/Gun/Magic) Upon completing this combo,

Ashes To Ashes: (Gun/Gun/Sword) Upon completing this combo,

Obsidian Mirror: (Magic/Magic/Sword) Upon completing this combo, you create a protective ward around yourself for 3 rounds. During this time, anyone who attacks you with a melee weapon, and anyone who attacks you with a ranged attack if they're within Close range of you, is dealt damage equal to your Shadowborne Weaponry damage, with a Reflex save for half.

Event Horizon: (Magic/Magic/Gun) Upon completing this combo, you fire a single shot from your Gun at any target. If the attack is successful, it is automatically a critical threat, with a +5 bonus on the critical confirmation roll. If the critical hit is confirmed, roll a second critical confirmation roll, without the +5 bonus. If this second confirmation is successful, the target must make a Fortitde save or die. If the target is of the Undead, Aberration or Shapechanger types/subtypes, or is native to the Plane of Shadow, this combo ignores immunity to precision damage and [Death] effects.

Master[edit]

From Dusk Comes Dawn: (Magic/Magic/Heal) Upon completing this combo, Unseeing Eyes: (Magic/Sword/Blind) Upon completing this combo, Still The Flesh: (Sword/Gun/Stun) Upon completing this combo, From Shadow: (Gun/Magic/Warp) Upon completing this combo,

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section->.



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