doctorbadwolf
Heretic of The Seventh Circle
In a similar vein to my recent Shadow Dancer thread, and inspired by that discussion, I’ve got some ideas for a second shadowy archetype for the rogue, with a possible fighter variant!
So, the basic idea is that at level 3, you gain the ability to animate your own shadow, or the shadow of an enemy, to help you, and hinder and attack your enemies. At later levels, you might improve its efficacy, learn to trade places with it within a certain range, animate multiple shadows, or explode it in a big AoE, who knows!?
So let’s start with the basics.
The Arcane Trickster Rogue and Eldritch Knight Fighter are my main comparison points, here. They each gains spellcasting, and some little fun abilities. So, a Shadow Double could have relatively equal power to [2 cantrips, 2 lvl1 slots, 3 spells known, with scaling of spellcasting with levels] and either Weapon Bond or Mage Hand Legerdemain.
Or, it can be less powerful, and only be part of the what the archetype does.
Since it is its own movement, and reactions. The question is, should it be modeled after the Artificer pets, and use the bonus action to attack with it, or should it be more like the Chain Pact familiar, with its own full turn?
I think Chain Pact is the answer, here. And since it takes up more of the subclass than a Pact boon is equivalent to, it can be a little easier to bring back when it’s destroyed. Maybe it can be summoned without a ritual 1/day, or with a ritual and 10gp however often you want, or some other method.
It should have your speed and AC, climb speed, and either right away or later on be able to slip through tiny spaces.
It should add damage to the round equivalent to a Chain Pact familiar, or to having a multi-round damage buff cast on you.
It should be as much a utility tool as a weapon.
It should have optional personality traits and flaws. Like Peter Pan’s shadow.
So, thoughts?
So, the basic idea is that at level 3, you gain the ability to animate your own shadow, or the shadow of an enemy, to help you, and hinder and attack your enemies. At later levels, you might improve its efficacy, learn to trade places with it within a certain range, animate multiple shadows, or explode it in a big AoE, who knows!?
So let’s start with the basics.
The Arcane Trickster Rogue and Eldritch Knight Fighter are my main comparison points, here. They each gains spellcasting, and some little fun abilities. So, a Shadow Double could have relatively equal power to [2 cantrips, 2 lvl1 slots, 3 spells known, with scaling of spellcasting with levels] and either Weapon Bond or Mage Hand Legerdemain.
Or, it can be less powerful, and only be part of the what the archetype does.
Since it is its own movement, and reactions. The question is, should it be modeled after the Artificer pets, and use the bonus action to attack with it, or should it be more like the Chain Pact familiar, with its own full turn?
I think Chain Pact is the answer, here. And since it takes up more of the subclass than a Pact boon is equivalent to, it can be a little easier to bring back when it’s destroyed. Maybe it can be summoned without a ritual 1/day, or with a ritual and 10gp however often you want, or some other method.
It should have your speed and AC, climb speed, and either right away or later on be able to slip through tiny spaces.
It should add damage to the round equivalent to a Chain Pact familiar, or to having a multi-round damage buff cast on you.
It should be as much a utility tool as a weapon.
It should have optional personality traits and flaws. Like Peter Pan’s shadow.
So, thoughts?