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Shadow Veil

Shadow Veil

You are no mere thief of shadows—you are their master. As a Shadow Veil, you are trained in a secret martial path passed down through blood-soaked scrolls and silent blades. You do not rely on brute strength. You rely on speed, deception, and uncanny precision. Your movements blur the line between presence and absence. Your techniques—the so-called “ninja arts”—allow you to vanish, clone, entrap, and strike with a thousand blades before the enemy even draws breath.   The battlefield is not a place of chaos for you—it is a carefully choreographed performance in which your enemies are always one step behind.  

Veiled Presence

At 2nd level, your body and breath move with supernatural subtlety.
  • While not wearing heavy armor, you gain proficiency in Stealth, and can attempt to Hide as a bonus action.
  • When hidden, your first weapon attack each turn has advantage and deals +1d6 psychic damage if it hits.
  • When you roll initiative and are not surprised, you may immediately move up to half your speed without provoking opportunity attacks.
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    Ninja Arts

    Also at 2nd level, you gain access to Ninja Arts, special Battle Techniques flavored as high-speed techniques, illusions, misdirections, and clone abilities. These are fueled by Vitality Points and represent your mastery of esoteric martial control.   You learn two at this level and more as you level.  

    Substitution Technique

    At 7th level, you gain access to one of the most iconic ninja techniques.
  • When you are hit by an attack, you may use your reaction and spend 2 Vitality Points to reduce the damage to 0 and instantly teleport to an unoccupied space within 15 feet.
  • When you do, you leave behind a burst of smoke, granting you heavily obscured cover until the start of your next turn in your original space.
  • The attacker still believes they hit you unless they succeed a Wisdom saving throw (DC = 8 + your Proficiency Bonus + Dex mod).
  •   You may use this feature a number of times equal to your proficiency bonus per long rest.  

    Shadow Clone Technique

    At 10th level, you master the art of illusory replication.
  • As a bonus action, spend 2 Vitality Points to create 1d4 + 1 Shadow Clones of yourself that hover around your space.
  • The clones last for 1 minute or until dismissed.
  • Each clone grants you a +1 bonus to AC (max +3), and when a creature targets you with an attack, roll a d20:
  • On a 10 or higher, the attack hits a clone instead, which is destroyed.
  • As a bonus action on future turns, you may move one clone up to 30 feet independently, causing it to threaten, flank, or bait.
  • You may use your attack roll to strike from a clone’s position, treating it as if you had attacked from that location.
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    Mist Form

    At 15th level, you can flow through spaces like fog and vanish into nothing.
  • You gain climbing speed equal to your walking speed, and may move along walls and ceilings without needing to make checks (so long as you end your turn on a surface).
  • When you Dash or Disengage, you become partially translucent, and all attacks against you have disadvantage until the start of your next turn.
  • You can move through occupied spaces, and once per turn may become invisible until the end of the turn as a free action, but only if you start and end your movement in cover or concealment.
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    Art of the Hidden World

    At 18th level, you become the whisper of death itself.
  • As a bonus action, for 1 minute, you enter a perfect stealth state:
  • You may Hide even when observed
  • When hidden, your attacks crit on 19–20 and deal an additional 2d6 damage
  • You cannot be tracked by magical means or seen by Truesight or Blindsight
  • Once per round, you may teleport to any space in dim light or darkness within 60 feet
  • Once per long rest, or by spending 4 Vitality Points.
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    Signature Move: Thousand Needle Storm

    At 3rd level, you learn the Signature Move Thousand Needle Storm.   As an action, you hurl a deadly wave of kunai, shuriken, or spectral blades in a 30-foot radius around you.
  • Each enemy within range must make a Dexterity saving throw.
  • On a failed save, they take 6d6 piercing damage, and are Slowed until the start of your next turn.
  • On a success, they take half damage and are not slowed.
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    Thousand Needle Storm Upgrade I (Level 10)

    Creatures that fail their save are also Marked—your next attack against them has advantage, and deals +2d6 psychic damage if it hits.  

    Thousand Needle Storm Upgrade II (Level 18)

  • The storm now manifests from all Shadow Clones simultaneously.
  • You may choose the center of the storm to be from any clone’s position or your own.
  • You may immediately teleport to one affected creature and make a free melee weapon attack against them.
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    Mastery Combo: Void Step Massacre

    Trigger: Two Combo Finishers and six combo steps completed   You vanish from reality and reappear across the battlefield like a ghost of war.   For the next 3 turns:
  • You may teleport up to 60 feet as a free action once per turn
  • You may take two reactions per round, and counter any attack against you by using Substitution without cost
  • All weapon attacks deal +2d10 force damage, and enemies have disadvantage on saving throws against your techniques
  • You may choose to remain invisible after teleporting until you attack
  •   After the third round, you reappear in a burst of black smoke, and all enemies who saw you must make a Wisdom saving throw or be frightened of you until the end of their next turn.  

    Battle Techniques

    Smoke Bomb

    Cost: 1 Vitality Point
  • Create a 15-foot radius of heavy obscurement centered on you.
  • You may immediately Hide, even while observed.
  • Creatures in the smoke other than you have disadvantage on attack rolls.
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    False Body

  • Cost: 2 Vitality Points
  • Leave behind a decoy copy of yourself in your space and teleport up to 20 feet to an unoccupied space.
  • The copy lasts until your next turn or until destroyed (AC 12, 1 HP).
  • The first attack or spell that targets the copy is wasted.
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    Mirage Assault

  • Cost: 2 Vitality Points
  • Make a weapon attack. Hit or miss, an illusory version of the strike follows.
  • If the first attack hits, the illusion strikes again at the start of your next turn for half damage.
  • If the first attack misses, the illusion attacks at the start of your next turn with advantage.
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    Seal Step

  • Cost: 3 Vitality Points
  • Teleport to a creature within 60 feet.
  • If they fail a Wisdom save, they are silenced (can’t speak or cast verbal spells) and slowed until the end of your next turn.
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    Phantom Kunai

  • Cost: 2 Vitality Points
  • Make a ranged weapon attack.
  • On hit, the kunai leaves a mark on the target. Once per turn for 1 minute, you may deal +1d6 psychic damage to that target from anywhere within 60 feet when you hit them again.
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    Combos

    Shadow Waltz

  • Trigger: Hide and strike from stealth on the same turn
  • Effect: The attack becomes a critical hit, and you may Ravenstep to another unoccupied space in dim light
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    Silent Execution

  • Trigger: Kill a creature while hidden
  • Effect: You become invisible until the end of your next turn and may immediately Hide
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    Thousand Blades

  • Trigger: Use Shadow Clone and hit with three separate attacks in one turn
  • Effect: Gain 2 Vitality Points, and all current clones deal 1d6 psychic damage to adjacent enemies
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    Combo Finishers

    Illusory Onslaught

  • Trigger: Shadow Waltz + one other combo
  • Effect: Summon five shadow copies that assault all creatures within 15 feet
  • Each must make a Wisdom save or take 4d10 psychic damage and fall prone
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    Reaper in Smoke

  • Trigger: Silent Execution + one other combo
  • Effect: Choose a creature that saw your last kill.
  • They must make a Wisdom save or be blinded and deafened for 1 turn
  • On failure, your next attack against them automatically hits and crits

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