Saturday, March 25, 2023

Shadowmancer (new class)

 Masters of darkness, shadowmancers take their power from the shadow realm, using the arcane arts to bend the power of night. Once home to the elven gods the shadow realm is now a tomb, haunted by death and shadows, a dark parallel of the mundane plane.


 Taking elements of the illusionist and small portions of the necromancer class the shadowmancer is a new arcane caster class offering a large number of unique spells. Many of the spells are drawn from various editions of d&d so balance may be a bit wonky, a smaller number of spells are completely new. 


Shadowmancer


Requirements: Minimum CON 9

Prime requisite: INT

Hit Dice: 1d4

Maximum level: 14

Armour: None

Weapons: Dagger, staff (optional)

Languages: Alignment, Common



Arcane Magic

Magical research: A shadowmancer of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a shadowmancer reaches 9th level, they are also able to create magic items. Researched spells, effects, and magic items must be within the scope of the shadowmancer class, as judged by the referee.

Spell casting: Shadowmancers carry spell books containing the formulae for arcane spells. The level progression table (below) shows both the number of spells in the shadowmancer’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level shadowmancer has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to shadowmancers is found below.

Using magic items: As spell casters, shadowmancers are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands). They are, however, not able to use magic items with effects that create (e.g. a wand that shoots fireballs or uses the light spell).


Combat

Shadowmancers can only use daggers and are unable to use shields or wear any kind of armour. This makes them very vulnerable in combat.

Shadowmancers and Staves (Optional Rule)

Optionally, shadowmancers may be allowed to wield a staff in combat.


Light Sensitivity

When in bright light (daylight, continual light), shadowmancers suffer a –2 penalty to attack rolls and a –1 penalty to Armour Class.


Infravision

Starting from 3rd level shadowmancers have 30’ of infravision increasing to 60’ at 8th level and 90’ at 12th level.


After Reaching 11th Level

A shadowmancer may build a stronghold, often a great tower. 1d6 apprentices of levels 1–3 will then arrive to study under the shadowmancer.


Shadowmancer Progression

Shadowmancers use the same progression table as the magic user.


Shadowmancer spell list

1st level spells

Blacksteel
Chill Touch
Darkness (cannot be reversed)
Delirium
Detect Shadows
Disrupt Undead
Net of Shadows
Read Magic
Sleep
Spook
Touch of Fatigue
Whispering Shadows

Claws of Darkness
Dark Mirror
Dancing Shadows
Detect Magic
Power Word, Sleep
Scare
Shadow Burst
Shadow Mask
Shadow Spray
Spectral Hand
Spectral Wings
Spirit Armour

Blacklight
Continual Darkness (cannot be reversed)
Creeping Shadow
Control Darkness and Shadows
Dark Bridge
Darkvision
Fear
Paralysation
Phantom Steed
Shadow Blink
Shadow Cloak
Wraithform

Black Tentacles
Create Drakenbeast
Dispel Magic
Dimension Door
Dream of Truth
Eneveration
Fatigue
Gloom
Minor Creation
Shadow Monsters
Shadowshield
Shadow Well

Creeping Shadows
Demi-Shadow Monsters
Enveloping Darkness
Major Creation
Pass Wall
Phantom Blade
Shadowcast
Shadow Door
Shadow Hand
Shadow Hound
Shadowy Transformation
Wall of Gloom

Blackmangle
Energy Drain
Moon Pool
Nightmare
Project Shadow
Shades
Shadow Gauntlet
Shadow Walk
Spectral Steed
Symbol, Sleep
Turnshadow
Wave of Fatigue

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