Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Bringing Back A Prestige Class?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 9794459" data-attributes="member: 2067"><p>I'd probably do it as a subclass. </p><p></p><p><strong>OG Shadow Adept</strong></p><p>I'd group the following abilities:</p><ul> <li data-xf-list-type="ul">Shadow Magic feats (Shadow Weave Magic, Insidious Magic, Pernicious Magic, Tenacious Magic): The OG is a bit of a grab bag making your illusions, necromancies, and enchantments better, and especially resistant to discovery and dispelling, and gives you a boost to beating the SR of other casters (which is also emphasized with the Spell Power feature). </li> <li data-xf-list-type="ul">Darkvision (starts as Low Light Vision)</li> <li data-xf-list-type="ul">Shadow Defense: Your saves vs. illusions, necromancies, enchantments, and darkness spells is better.</li> <li data-xf-list-type="ul">Shield of Shadows: Your <em>shield </em>spell also gives you concealment and spell resistance</li> <li data-xf-list-type="ul">Shadow Walk: Teleport to a shadow miles away or just into the Plane of Shadow</li> <li data-xf-list-type="ul">Shadow Double: Create a kind of temporary <em>simulacrum</em>.</li> </ul><p><strong>That, but As A Subclass</strong></p><p>I think I'd favor a Wizard subclass, since we already have a shadow-themed sorcerer and the OG requires Arcana and Spellcraft (leaning toward an "academic" vibe). I opted to drop Shadow Walk, since the Sorcerer already has a feature like this (and the Shadow Monk does as well), so I opted to go for the more unique trait, the shadow double, for the capstone. The main highlight at most levels is that Magic Resistance doesn't apply against your spells, which I think is on brand for this archetype's story, and isn't gravely unbalanced (it won't come up in every encounter or even in every session). I expanded Shield of Shadows to also encompass Shadow Defense - since it's a level 10 free casting of <em>shield</em>, this didn't seem too strong. </p><p></p><p><em><u>Level 3: Magic <em>Pernicious, Tenacious, and Insidious</em></u></em></p><p>You have Darkvision with a range of 60 feet. In addition, spells you cast have the following benefits:</p><ul> <li data-xf-list-type="ul">Spells you cast cannot be perceived with Divination spells</li> <li data-xf-list-type="ul">Any rolls made to dispel spells you cast are made at disadvantage</li> <li data-xf-list-type="ul">Creatures with the Magic Resistance trait can't apply it against spells you cast</li> </ul><p><u><em>Level 3: Shadow Weave Magic</em></u></p><p>Choose a Wizard spell from the Illusion, Enchantment, or Necromancy school, or a spell that creates darkness, which must be no higher than level 2, and add it to your spellbook for free.</p><p></p><p>In addition, whenever you gain access to a new level of spell slots in this class, you can add to your spellbook for free one Wizard spell from the Illusion, Enchantment, or Necromancy school, or a spell that creates darkness. The chosen spell must be of a level for which you have spell slots.</p><p></p><p><u><em>Level 10: Shield of Shadows</em></u></p><p>When you are hit by an attack roll or targeted with an Illusion, Enchantment, or Necromancy spell, you can use your reaction to create a shield of shadows. Until the end of your next turn, you have a +5 bonus to AC, including against the triggering attack, and advantage on any saves you make against Illusion, Enchantment, or Necromancy spells. Once you do this, you can't do it again until you finish a Short or Long rest.</p><p></p><p><u><em>Level 14: Shadow Double</em></u></p><p>You can add the <em>project image</em> spell to your spellbook. You can use this feature to cast it without expending a spell slot. When you do, the illusory copy you create is tangible and opaque, and objects do not pass through it. The illusory copy has hit points equal to half of your maximum hit points, and it cannot be healed. The illusory copy has the same proficiencies you do, and can use equipment just as you can. If a creature would notice that the illusory copy is an illusion, they see the copy for what it is: a blob of inky darkness shaped to resemble you, cold and damp to the touch. </p><p></p><p><strong>That, but as a Feat</strong></p><p>So, whittling down to only the truly essential traits, I'd preserve most of the low-level features. The higher-level effects can mostly be mimicked with existing magic, even if all the nuances aren't there, and a feat would allow a more diverse pool of characters to choose it (allowing again for druids, warlocks, paladins, etc. who use the Shadow Weave).</p><p></p><p><em><u>General Feat: Shadow Weave Magic</u></em></p><p><em>(Prerequisites: Level 4+, Spellcasting or Pact Magic feature)</em></p><p></p><p>Your spells can tap the Shadow Weave. You can increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. You also have Darkvision with a radius of 60 feet, and spells you cast gain the following benefits:</p><ul> <li data-xf-list-type="ul">Spells you cast cannot be perceived with Divination spells.</li> <li data-xf-list-type="ul">Rolls made to dispel spells you cast are made with Disadvantage.</li> <li data-xf-list-type="ul">Creatures with the Magic Resistance trait can't apply it against spells you cast.</li> </ul><p>Your spells do not gain these benefits if the creature casting the Divination spell, making the dispel roll, or possession Magic Resistance also possesses this feat. </p><p></p><p><strong>Overall?</strong></p><p>I think I'd be most happy with this as a feat in my own games - a little touch of something Other. The subclass is interesting, but most of the abilities are just riffs on existing spells, and those riffs could just be spells of their own that any spellcaster could learn (mmmmmaaaaybe requiring the feat to learn).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9794459, member: 2067"] I'd probably do it as a subclass. [B]OG Shadow Adept[/B] I'd group the following abilities: [LIST] [*]Shadow Magic feats (Shadow Weave Magic, Insidious Magic, Pernicious Magic, Tenacious Magic): The OG is a bit of a grab bag making your illusions, necromancies, and enchantments better, and especially resistant to discovery and dispelling, and gives you a boost to beating the SR of other casters (which is also emphasized with the Spell Power feature). [*]Darkvision (starts as Low Light Vision) [*]Shadow Defense: Your saves vs. illusions, necromancies, enchantments, and darkness spells is better. [*]Shield of Shadows: Your [I]shield [/I]spell also gives you concealment and spell resistance [*]Shadow Walk: Teleport to a shadow miles away or just into the Plane of Shadow [*]Shadow Double: Create a kind of temporary [I]simulacrum[/I]. [/LIST] [B]That, but As A Subclass[/B] I think I'd favor a Wizard subclass, since we already have a shadow-themed sorcerer and the OG requires Arcana and Spellcraft (leaning toward an "academic" vibe). I opted to drop Shadow Walk, since the Sorcerer already has a feature like this (and the Shadow Monk does as well), so I opted to go for the more unique trait, the shadow double, for the capstone. The main highlight at most levels is that Magic Resistance doesn't apply against your spells, which I think is on brand for this archetype's story, and isn't gravely unbalanced (it won't come up in every encounter or even in every session). I expanded Shield of Shadows to also encompass Shadow Defense - since it's a level 10 free casting of [I]shield[/I], this didn't seem too strong. [I][U]Level 3: Magic [I]Pernicious, Tenacious, and Insidious[/I][/U][/I] You have Darkvision with a range of 60 feet. In addition, spells you cast have the following benefits: [LIST] [*]Spells you cast cannot be perceived with Divination spells [*]Any rolls made to dispel spells you cast are made at disadvantage [*]Creatures with the Magic Resistance trait can't apply it against spells you cast [/LIST] [U][I]Level 3: Shadow Weave Magic[/I][/U] Choose a Wizard spell from the Illusion, Enchantment, or Necromancy school, or a spell that creates darkness, which must be no higher than level 2, and add it to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add to your spellbook for free one Wizard spell from the Illusion, Enchantment, or Necromancy school, or a spell that creates darkness. The chosen spell must be of a level for which you have spell slots. [U][I]Level 10: Shield of Shadows[/I][/U] When you are hit by an attack roll or targeted with an Illusion, Enchantment, or Necromancy spell, you can use your reaction to create a shield of shadows. Until the end of your next turn, you have a +5 bonus to AC, including against the triggering attack, and advantage on any saves you make against Illusion, Enchantment, or Necromancy spells. Once you do this, you can't do it again until you finish a Short or Long rest. [U][I]Level 14: Shadow Double[/I][/U] You can add the [I]project image[/I] spell to your spellbook. You can use this feature to cast it without expending a spell slot. When you do, the illusory copy you create is tangible and opaque, and objects do not pass through it. The illusory copy has hit points equal to half of your maximum hit points, and it cannot be healed. The illusory copy has the same proficiencies you do, and can use equipment just as you can. If a creature would notice that the illusory copy is an illusion, they see the copy for what it is: a blob of inky darkness shaped to resemble you, cold and damp to the touch. [B]That, but as a Feat[/B] So, whittling down to only the truly essential traits, I'd preserve most of the low-level features. The higher-level effects can mostly be mimicked with existing magic, even if all the nuances aren't there, and a feat would allow a more diverse pool of characters to choose it (allowing again for druids, warlocks, paladins, etc. who use the Shadow Weave). [I][U]General Feat: Shadow Weave Magic[/U] (Prerequisites: Level 4+, Spellcasting or Pact Magic feature)[/I] Your spells can tap the Shadow Weave. You can increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. You also have Darkvision with a radius of 60 feet, and spells you cast gain the following benefits: [LIST] [*]Spells you cast cannot be perceived with Divination spells. [*]Rolls made to dispel spells you cast are made with Disadvantage. [*]Creatures with the Magic Resistance trait can't apply it against spells you cast. [/LIST] Your spells do not gain these benefits if the creature casting the Divination spell, making the dispel roll, or possession Magic Resistance also possesses this feat. [B]Overall?[/B] I think I'd be most happy with this as a feat in my own games - a little touch of something Other. The subclass is interesting, but most of the abilities are just riffs on existing spells, and those riffs could just be spells of their own that any spellcaster could learn (mmmmmaaaaybe requiring the feat to learn). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Bringing Back A Prestige Class?
Top