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Veil Witch

Hit Dice: 1d8 per level


Armor: none
Weapons: Simple weapons

Saving Throws: Wisdom, Charisma

Shadow Defense: You are able to wrap yourself in concealing shadows, making it harder for enemies
to hit you. While you are wearing no armor and not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Charisma modifier. (Note: feel free to change Cha to Int or Wis, I’m not sure
which one you think is most appropriate for your magic. Apply this down the line, this message will
not be repeated.

Shadow Blade: You can use your action to create a shadow blade (considered to be a short sword) in
your empty hand. It disappears if it is more than 5 feet away from you for 1 minute or more. It also
disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Attacks with the Shadow Blade use your Charisma instead of Strength. When you hit with an attack,
you can use a Bonus Action to deal an additional 1d6 damage. This extra damage increases to 1d8 at
6th level, 1d10 at 11th level, and 1d12 at 17th level.

Shadow Magic: Starting at 2nd level, your training allows you to harness the magic energy of
shadows. Your access to this magic is represented by a number of shadow points, equal to your level.
You can spend these points to fuel various shadow features. You start knowing three such features:
Shadow Strike, Shadow Cloak, and Shadow Mobility.
When you spend a shadow point, it is unavailable until you finish a short or long rest.
Shadow Strike: After you hit with an attack, you can spend 1 shadow point to deal an additional
2d6 damage as a bonus action. This extra damage increases to 2d8 at 6th level, 2d10 at 11th level,
and 2d12 at 17th level.
Shadow Cloak: You can spend 1 shadow point to take the Dodge action as a bonus action.
Shadow Mobility: You can spend 1 shadow point to take the Disengage or Dash action as a bonus
action, and your jump distance is doubled for the turn.

Shadow Speed: Starting at 2nd level, your speed increases by 10 feet while you are not wearing
armor or wielding a shield. This bonus increases when you reach certain levels (+15 ft at 6, +20 at 10,
+25 at 14, and +30 at 18).
At 9th level, your connection to the plane of shadow allows you to move along vertical surfaces and
across liquids on your turn without falling during the move.
Shadow Arts: Starting at 3rd level, you can use your shadow magic more effectively. You gain the
minor illusion cantrip. In addition, you can use 2 shadow points to cast augury, darkness, or silence.
At 5th level, you can cast detect thoughts using 3 shadow points.
At 9th level, you can cast clairvoyance using 4 shadow points.
At 13th level, you can cast arcane eye using 5 shadow points.

Grasping Shadows: Starting at 3rd level, you can use your reaction to deflect the missile with your
shadow when you are hit by a ranged weapon attack. When you do so, the damage you take from the
attack is reduced by 1d10 + your Charisma modifier + your level.
If you reduce the damage to 0, your shadow can catch the missile if it is small enough for you to hold
in one hand. If you catch a missile in this way, you can spend 1 shadow point to make a ranged attack
with the missile you just caught, as part of the same reaction. You make this attack with proficiency,
regardless of your weapon proficiencies, and can use your Charisma. The damage is equal to the
bonus damage from your Shadow Blade feature.

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
you can increase one ability score of your choice by 2, or you can increase two ability scores of your
choice by 1.

Slow Fall: Beginning at 4th level, you can use your reaction when you fall to cushion yourself with
shadows. Reduce any falling damage you take by an amount equal to five times your level.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Stunning Strike: Starting at 5th level, when you hit another creature with your Shadow Blade, you
can spend 1 shadow point to attempt to take control of the target’s shadow. The target must succeed
on a Constitution saving throw or be stunned until the end of your next turn.

Shadow Step: At 6th level, you gain the ability to step from one shadow into another. When you are in
dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can
see that is also in dim light or darkness. You then have advantage on the first melee attack you make
before the end of the turn.

Empowered Shadow Blade: Starting at 6th level, your shadow blade counts as magical for the
purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion: At 7th level, your control of your shadow allows you to shield yourself from certain attacks.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the saving throw, and only half damage if you
fail.
Shadow Mind: Starting at 7th level, your connection to the plane of shadow makes your mind difficult
to control. You can use your action to end one effect on yourself that is causing you to be charmed or
frightened.

Shadow Body: At 10th level, your mastery of shadow magic makes you immune to disease and
poison.

Cloak of Shadows: By 11th level, you have learned to become one with the shadows. When you are in
an area of dim light or darkness, you can use your action to become invisible. You remain invisible
until you make an attack, cast a spell, or are in an area of bright light.

Improved Shadow Mind: Starting at 13th level, your connection to shadows allows you to tap into the
minds of any creature through their shadow. You understand all spoken languages, and any creature
that can understand a language can understand what you say.

Shadow Soul: Beginning at 14th level, your mastery of shadow magic grants you proficiency in all
saving throws. In addition, whenever you make a saving throw and fail, you can spend one shadow
point to reroll it and take the second result.

Timeless Body: At 15th level, your shadow magic sustains you so that you suffer none of the frailty of
old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no
longer need food or water.

Opportunist: At 17th level, you can exploit a creature’s momentary distraction when it is hit by an
attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you,
you can use your reaction to make a melee attack against that creature.

One with Shadow: Beginning at 18th level, you can use your action to spend 4 shadow points to
become invisible for 1 minute. During that time, you also have resistance to all damage but force
damage.
Additionally, you can spend 8 ki points to project your spirit into the plane of shadow.

Perfect Shadow: At 20th level, when you roll for initiative and have no ki points remaining, you regain
4 ki points.

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