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Death Monarch

M.L.
The Death Monarch
A tear drops from a boy's cheek as his dog looses it's life
during an encounter with a hungry wolf. His cry was
answered by the void as a shadowy creature rises from his
best friends corpse.
Born to the most prestigious monster hunter guild ranking
top in the country, a woman awakens the power to create life
from death. This might just help her with the journey to
become guild master.
Hellfire rains down on a kingdom as an army of immense
magnitude consumes the citizens. Above the carnage, an
irritated king sits and laughs at his disloyal people
A Death Monarch is a mighty force to be reckoned with.
They are cunning and dangerous spell casters,
knowledgeable and cautious masters of a specific type of
necromantic study. They use their own essence to create a
demiplane inside their shadows, made off the same material
that forms Shadowfell. The shadow of a death monarch is
more than the mere absence of light, but the presence of the
shadows of death itself. As a death monarch grew in power,
so does its shadow domains, growing in size and in utility.
Master of undead
The most terrifying aspect of the Death Monarch practice
consists in its ability to use the shadows of living creatures as
slaves. For some moments, the death monarch can corrupt
the soul of a living creature with the shadow essence,
creating creatures that are nothing but an echo of its former
living self.
Creating a Monarch
In order to create a Death Monarch, you can answer a few
questions. How did you begin your study in the shadow arts?
Did you have a master, or have you always been alone,
researching by yourself? Why did you begin your study of
such a dark practice? You tried to overcome the death of a
loved one by achieving the power to restore its body with the
shadows? Are your pursuits in this art scientific in nature,
being you a curious mind since your youth? Did you always
want power, and the control over the dead is only a tool to
accomplish your goals? Either way, the path of a death
monarch is dangerous and grim, and only a disciplined or
obsessive mind are capable of completing this journey.

Multiclassing and the Monarch


If your group uses the optional rule on
multiclassing, here's what you need to know if you
choose Death Monarch as one of your classes.
Ability Score Minimum: As a multiclass character,
you must have at least an Intelligence score of 13
to take a level in this class, or to take a level in
another class if you are already a Monarch.
Proficiencies Gained: If Death Monarch isn't your
initial class, here are the proficiencies you gain
when you take your first level as a Death Monarch:
simple weapons, one skill of your choice.
Death Monarch Class
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th
1st +2 Shadow Servant, Monarch Dimension — 2 — — — — — —
2nd +2 Shadow Extraction, Spellcasting 2 3 2 — — — — —
3rd +2 Death Watch, Shadow Boon, Shadow Art 2 4 3 — — — — —
4th +2 Ability Score Improvement 2 5 3 — — — — —
5th +3 Silhouette Armaments, Monarch´s Hand 2 6 4 2 — — — —
6th +3 Shadow Art Feature 3 7 4 2 — — — —
7th +3 Undead Affinity, Shadow Exchange 3 8 4 3 — — — —
8th +3 Ability Score Improvement 3 9 4 3 — — — —
9th +4 Black Heart 3 10 4 3 2 — — —
10th +4 Death's Gaze 3 11 4 3 2 — — —
11th +4 Soul Harvest, Shadow Demon 4 12 4 3 3 — — —
12th +4 Ability Score Improvement 4 12 4 3 3 — — —
13th +5 Shadow Physiology 4 13 4 3 3 1 — —
14th +5 Shadow Art Feature, Undead Transport 4 13 4 3 3 1 — —
15th +5 Shadow Self 4 14 4 3 3 2 — —
16th +5 Ability Score Improvement 5 14 4 3 3 2 — —
17th +6 Shadow Shape 5 15 4 3 3 3 1 —
18th +6 Conflux 5 15 4 4 3 3 1 —
19th +6 Ability Score Improvement 5 15 4 4 4 3 2 —
20th +6 The Goal of Life is Death 5 15 5 4 4 3 2 1

(a) a component pouch or (b) an arcane focus


Class Features (a) a scholar's pack or (b) a dungeoneer's pack
As a Death Monarch, you gain the following class features
Leather armor, any simple weapon, two daggers and a
Hit Points tattered cloak
Hit Dice: 1d8 per Death Monarch level If you are using starting wealth, you have 4d4 x 10 gp in
Hit Points at 1st Level: 8 + Constitution modifier funds.
Hit Points at Higher Levels: 1d8 (or 5) + Constitution
modifier per Death Monarch level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from skills from Choose two skills from
Arcana, History, Intimidation, Investigation, Perception,
and Religion, Stealth
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a mace or (b) any simple weapon
Monarch Dimension Spellcasting
The monarch energy is vastly different from normal magical You have begun your path to become a lesser divinity of
energy. Your energy is not pulled from the surrounding area death, controlling a type of magic that focuses on aspects of
or any of the material plane, but rather from its own unique necromancy.
dimension of shadows. This dimension houses your essence,
your very being. It is empty, cold, and devoid of life. Any form Cantrips
of living creature may only reside in this dimension for a At 2nd level, you know two cantrips of your choice from the
short period of time or risk complete annihilation. You gain death monarch spell list. You learn additional death monarch
the following benefits: cantrips of your choice at higher levels, as shown in the
You have control over your own dimension. you may open a Cantrips Known column of the Death Monarch table.
5-foot gateway that leads to your dimension. This dimension
can take any form you wish, these can be used to deposit Spells Slots
anything you place within your dimension. To withdraw The Death Monarch table shows how many spell slots you
something, one must simply think of the desired item and it have to cast your spells of 1st level and higher. To cast one of
shall appear slightly inside the portal, without spending an these death monarch spells, you must expend a slot of the
action. At level 1 the dimension is 1 cubic foot and increases spell's level or higher. You regain all expended spell slots
by one foot in all dimensions every time you level up in this when you finish a long rest. For example, if you know the 1st-
class. level spell inflict wounds and have a 1st-level and a 2nd-level
You can store any shadow creature under your control in spell slot available, you can cast inflict wounds using either
said dimension. You can summon or store a shadow within 5 slot.
feet of you as a bonus action on your turn. The number of
shadows you can store inside the vault equals half your level Spells Known of 1st Level and Higher
in this class, rounded down. While in this dimension, your You know two 1st-level spells of your choice from the Death
shadows replenish all hit points and abilities after a short or Monarch spell list. The Spells Known column of the Death
long rest depending on the strength of the shadow. Monarch table shows when you learn more Death Monarch
Your Shadows can never actually die, if a Shadow falls in spells of your choice. Each of these spells must be of a level
battle or in any other fashion The Monarch can reassemble for which you have spell slots. For instance, when you reach
them after a period of time. The amount of time it takes to 3rd level in this class, you can learn one new spell of 1st or
restore a shadow depends on the CR rating of the Shadow in 2nd level. Additionally, when you gain a level in this class, you
question. CR 1/8 and below your current level takes a short can choose one of the Death Monarch spells you know and
rest while above takes a long rest. replace it with another spell from the Death Monarch spell
list, which also must be of a level for which you have spell
slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Death
Monarch spells, since the power of your magic comes from
your capacity of understanding the workings of the death in
order to control it. You use your Intelligence whenever a spell
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a
Death Monarch spell you cast and when making an attack
roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Intelligence modifier

Spell attack modifier = your proficiency bonus +


your Intelligence modifier
Spellcasting Focus
You can use any type of crown as a spellcasting focus for your
death monarch spells.
Shadow Servant Shadow Extraction
Starting from 1st level, you can use your action to summon a Starting from 2nd level, when a creature dies within the last
shadow in an unoccupied space within 30 feet of you, being 24 hours, you can use your reaction to store the soul of that
able to take its turn immediately. You can use this feature creature inside your Monarch Dimension. You can have a
twice, gaining one additional slot every 5th level in this class. number of souls stored equal to your level in this class.
You regain expended uses when you finish a long rest. You As an action, you can raise the shadow from the fallen
can’t have more than one shadow summoned at a time. Your entity stored inside the dimension, a death echo of the former
shadow acts independently of you, but it always obeys your living creature from the following types: aberration, beast,
commands. In combat, it rolls its own initiative and acts on celestial, dragon, elementals, fey, fiend, giant, humanoid, or
its own turn. monstrosity. The newly formed Shadow becomes an undying
When you take the Attack action, if your shadow is within subordinate to the Monarch, it cannot speak but can emote.
60 feet, you can forgo one of your own attacks to allow your The shadow of the creature have the same statistics of the
shadow to use its reaction to make one attack of its own. deceased creature, though is an undead. You can raise up to
When you cast a spell with a range of touch, your shadow can eight creatures, but the result from the sum of the CR's can't
deliver the spell as if it had cast the spell. Your shadow must be higher than 1/4 of your level.
be within 60 feet of you, and it must use its reaction to deliver Roll initiative for the shadow extraction, which has its own
the spell when you cast it, if the shadow leaves this range it turns. It obeys your verbal commands and remains in your
returns. If the spell requires an attack roll, you use your service for an hour equal to your level in this class, at which
attack modifier for the roll. While your shadow is within 60 point it vanishes. If the creature dies, you must make a Con
feet of you, you can communicate with it telepathically. save of 10 + the creatures CR to capture the creature's soul
As an action, you can temporarily dismiss your shadow. It again. Otherwise, it escapes your grasp, reaching the
disappears, merging into your own shadow as if were part of afterlife. Once you extract a shadow with this feature, you
it, where it awaits your summons. Alternatively, you can can't use the feature again until you finish a long rest.
dismiss it forever. As an action, while it is temporarily
dismissed, you can cause it to reappear in any unoccupied
space within 30 feet of you. While the shadow is merged with
your own shadow, you gain darkvision with a range of 30 feet Shadow
and a bonus to your passive Wisdom (Perception) score and Medium Undead, Chaotic Evil
to Wisdom (Perception) checks. The bonus equals your
Intelligence modifier. While merged with your own shadows,
the shadow can’t be targeted by any attack or other harmful Armor Class 12
effect; only you can cast spells on it; it can’t take damage; and Hit Points 16 (3d8 + 3)
Speed 40ft
it is incapacitated.
At 3rd level, you can use your bonus action to command
your shadow to hide in the shadows of a creature you can see STR DEX CON INT WIS CHA
within 30 feet. When you do so, you can use your action to
see everything near that creature, similar to the arcane eye 6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
spell centered on the target. You can see through the shadow
of that creature up to a range of 30 feet. Saving Throws Amorphous
At the 11th level, your shadow offers passive protection to Skills Stealth +4
you. Whenever it is merged with your own natural shadows, Damage Vulnerabilities Radiant
you can use your reaction to gain resistance to any type of Damage Resistances Poison, Bludgeoning, Piercing,
damage. When you do so, your shadow receives the same and Slashing from Nonmagical Attacks
amount of damage. Damage Immunities Necrotic
Condition Immunities Exhaustion, Frightened,
Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained
Senses Darkvision 60 ft., Passive Perception 10
Languages ...
Challenge 1/2 (100 XP)

Actions
Strength Drain. Strength Drain. Melee Weapon
Attack: +4 to hit, reach 5 ft., one creature. Hit: 9
(2d6 + 2) necrotic damage, and the target's
Strength score is reduced by 1d4. The target dies if
this reduces its Strength to 0. Otherwise, the
reduction lasts until the target finishes a short or
long rest. If a non-evil humanoid dies from this
attack, a new shadow rises from the corpse 1d4
hours later.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shadow Art
At 3rd level, you can choose one shadow art that will define
your Death Monarch practice. You can choose between the
Shadow Magic, the Monarch Domination, or the Dark
Stalker.
Your choice will give you features at 3rd level, and again at
6th, 10th and 14th levels.
Death Watch
At 3rd level, the necromantic energy inside you sharpen your
senses, allowing you to detect the presence of life. You can
now detect the presence of living creatures around, in a 30-
foot radius. You can tell if there are living creatures in the
area, but not the quantity or the direction of the.
You can spend 1 minute concentrating on this feature to
reveal the number of creatures and their general direction
(north, south, east or west) and distance from you.
Shadow Boon
Being a Monarch, you either care deeply for your shadows or
at least want them to last as fodder for as long as possible.
Starting at 3rd level, you can use your bonus action and
expend a hit die to heal a shadow or shadow extraction under
your control. The shadow regain a number of hit points equal
to the number rolled + your Intelligence modifier.

Silhouette Armaments
At the 5th level, you now have the knowledge to attempt
shadow extraction on objects. The object must be armor,
weapon, or equipment, mundane or magical. When making
an extraction on the object, the object is destroyed and you
create a shadowy replica of that item. If the object is a
weapon or armor, your shadow extractions are proficient with
it. Only magic items that offer additional stats or rolls can be
extracted (magical items that have an effect on use cannot be
extracted). If the item requires attunement, this counts
against your limit of attuned items. The item remains stored
in your monarch's vault until you decide to use it on a shadow
extraction, which can be decided on the moment you use that
feature. You can have a number of objects stored equal to
your Intelligence modifier.
Monarch´s Hand
At 5th level, you can manipulate your shadows as appendages
and limbs, being able to extend them up to a range equal to
10 + Intelligence modifier feet gaining the following benefits:
You can take any action on your turn that would require
your hands to use your monarch's hand instead. When using
your Monarch's Hand, you use your Intelligence, instead of
Strength, for any Strength check you make. You can take the
Attack action to make attacks with melee weapons using the
limbs. When doing so, you add your Intelligence instead of
Dexterity or Strength to the attack and damage rolls. You can
use your action to make two attacks with your monarch's
hand. Make a melee spell attack for each, causing 1d8 +
(Intelligence modifier) damage on a hit. This attack can go
through creatures. You gain one additional attack at 11th
level and another one at 17th level. The damage is necrotic.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Undead Affinity
Starting at 7th level, undead creatures see you as one of their Shadow Demon
own. Any undead hostile undead creature within 60 feet is Medium Fiend (Demon), Chaotic Evil
indifferent about towards you. This indifference ends if the
undead is attacked by any means or if it witnesses any of its Armor Class 13
friends being harmed by you or your shadows. Hit Points 66 (12d8 + 12)
Speed 30 ft., Fly 30 ft.
Shadow Exchange
At 7th level, you can use your bonus action or reaction to STR DEX CON INT WIS CHA
switch positions with a shadow or shadow extraction you can
see within 30 feet. You can use this feature equal to your Str Dex Con Int Wis Cha
proficiency per day. (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
At 14th level, you are to cast teleport to the location of one
of your shadows as if it was a permanent circle. You can use Saving Throws Dex +5, Cha +4
this feature equal to half of your proficiency per day. Skills Stealth +7
Damage Vulnerabilities Radiant
Black Heart Damage Resistances Poison, Bludgeoning, Piercing,
and Slashing from Nonmagical Attacks
At the 9th level, you have spent so much time dealing with Damage Immunities Necrotic
shadows/undead and the forces that animate them that you Condition Immunities Exhaustion, Grappled,
have become partially immune to some of their worst effects. Paralyzed, Petrified, Poisoned, Prone, Restrained
You gain resistance to necrotic and poison damage, and your Senses Darkvision 120 ft., Passive Perception 11
hit point maximum can't be reduced. Languages Abyssal, Telepathy 120 ft.
Challenge 4 (1,100 XP)
Death's Gaze
Beginning at 10th level, you have acquired enough energy to Actions
become naturally terrifying, by flexing your monarch energy Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
you attempt to intimidate any being, whether magically one creature. Hit: 10 (2d6 + 3) psychic damage or,
inclined or not. As an action, you can force one creature if the demon had advantage on the attack roll, 17
within 60 feet of you that can see you must succeed on a (4d6 + 3) psychic damage.
Wisdom saving throw or be petrified until the end of your
next turn. In addition, you can add your Intelligence modifier Ability Description. Proficiency Bonus: +2 Shadow
as a bonus to your Charisma (Intimidation) checks. Stealth: While in dim light or darkness, the demon
can take the Hide action as a bonus action.
Soul Harvest General Ability Description. Incorporeal Movement:
The demon can move through other creatures and
Starting at 11th level, by reaping life you are able to claim a objects as if they were difficult terrain. It takes 5
fraction of those unfortunate creatures' souls to regenerate (1d10) force damage if it ends its turn inside an
your wounds and fortify your body. When you or any shadow object. Light Sensitivity: While in bright light, the
under your control reduce a hostile creature to 0 hit points, demon has disadvantage on attack rolls, as well as
you or one shadow under your command of your choice gain on Wisdom (Perception) checks that rely on sight.
temporary hit points equal to your Intelligence modifier +
your death monarch level (minimum of 1).
Shadow Demon
At 11th level, you learn how to warp your shadow with
fiendish energy. You can spend three uses of your Shadow
Servant feature to summon a shadow demon.
Shadow Physiology
Starting at 13th level, your physiology becomes more
shadowy making you harder to hit your AC increases by 2. If
you are within the line of sight of an enemy caster, spells that
target you have a disadvantage on spell attack roll and you
have advantage on every DC against spells that exclusively
target you.
In addition, you are always under the effect of feather fall.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Undead Transport
Your army has grown to the point where they can now carry
you. At 14th level, your shadow army can emerge from the
ground, grab you and up to 8 other creatures size large and
under, and transport you elsewhere, given that you know
where you want to go. You can move 20 feet in any direction
when doing this. Also, while transported by your shadows,
you can move through water without suffering any effects of
being underwater.
Shadow Self
At 15th level, you can move and merge with the shadows,
becoming now able to use the Disengage and the Hide action
as a bonus action. Additionally, you are able to emit darkness
within 5ft of you causing bright light to become dim light and
dim light to become darkness this does not inhibit your
vision.
Shadow Shape
At 17th level, your body is now sustained by shadow. Parts of
your figure seem to flicker with darkness when you move,
and wispy tendrils of shade curl from your form. You gain the
following benefits:
You no longer need to eat, sleep, breathe, or drink.
You stop aging and are immune to being aged magically.
You are immune to necrotic and poison damage, as well as
the poisoned condition.
Conflux
Starting from 18th level, you may converge the material plane
with your inner shadows. You turn an area 60-foot sphere
around you into a death dimension. All undead creatures
under your control can teleport to any place within the
sphere, up to a range equal to their movement speed.
At the beginning of your turn, both you and the undead
creatures under your control regain a number of hit points
equal to your Intelligence modifier and gain a bonus to their
attacks and AC equal to your proficiency bonus.
This area lasts for 10 minutes. Once you use this feature,
you can't use it again until you finish a long rest.
The Goal Of Life is Death
Starting at 20th level, should you perish, you will not fully die
as long as your monarch dimension still exists. You can use
one of these features once, being unable to do it again until
you finish a long rest.
You become able to enter your dimension of shadows. You
can cast demiplane, creating an opening to your monarch
dimension. When you die, your soul is transferred to your
monarch dimension, and you return on your next turn with all
the benefits of having completed a short rest. In addition,
whenever you die without using this feature to return, your
body will be replicated on your demiplane of shadows over
the course of a week. The new body is physically identical to
the original and has the same personality, memories, and
abilities, but none of your equipment. Your physical remains,
if they still exist, become inert and can’t thereafter be
restored to life, since your soul is in your body of shadows.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shadow Art
Shadow Magic
The death monarchs who follow the shadow art of Shadow
Magic can extract the arcane power present in their victims
as fuel for their own spellcasting.
Diligent Apprentice
At 3rd level, you gain proficiency in the Arcana skill. You can
add double your proficiency bonus if you already are
proficient in it.
Dark Arcana
Starting at 3rd level, you can use the souls contained in your
shadow dimension to create magical power. You can spend
two uses of your Shadow Extractions to create spell slots.
The level of the spell slot created equals your proficiency
bonus.
In addition, you learn one cantrip from the wizard spell list.
You can spend one use of your Shadow Extractions to
replace this cantrip for another one from the same spell list.
Book of Shadows
At 6th level, you learn how to create magical effects using
your inner darkness, mimicking spells. The book contain two
spells from the wizard spell list, and you can write new spells
on this spell book, as if you were a wizard, spending the same
time and gp, and using the same process. The highest level of
spells that can be written on your book of shadows is equal to
the highest level of spell slot that you can create with your
Dark Arcana.
You can prepare a number of spells equal to your
Intelligence modifier on this spell book.
To cast spells written on your book of shadows, you need to
spend a spell slot of one level higher. For example, you need a
3rd-level spell slot to cast a 2nd-level spell.
When you cast a spell from your book of shadows, you are
actually casting a shadow variant of that spell, which
generates some variant effects. The spells are visually
different: fireballs become balls of pure darkness, and
illusions always have a black aura surrounding them. All
damage from the spells cast with this feature cause necrotic
damage, instead of the regular damage, and any spells that
change the appearance of a creature, object, or place give
advantage on saving throws for creatures trying to resist their
effects.
Shadow Clone
At 14th level, you can craft a shadow version of yourself. You
can cast simulacrum, without needing to offer any of the spell
components. You can't have more than one simulacrum
created by this feature at the same time. Once you summon
your shadow clone, you can't do it again until you finish a
long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Monarch Domination
Armor of Shadows Unseen Blade
Starting when you choose this shadow art at 3rd level, you Starting at 6th level, you can attack twice, instead of once,
learn how to cover yourself in your shadows for protection. whenever you take the Attack action on your turn. Monarch's
Hand feature now gains the ability to use shadow weapons.
You can summon your armor of shadows as a bonus
action, and you gain an AC equal to 13 + your Intelligence Shadow Warrior
modifier, if you are not using armor or wielding a shield. When you reach the 14th level, you can absorb the shadows
Your armor of shadows gives you resistance to cold stored in your shadow vault. You can spend one use of your
damage and you gain, at the start of each of your turns, a shadow extraction and four stored souls to gain the following
number of temporary hit points equal to your level in this benefits for 1 minute:
class. You become one size larger.
You can use your bonus action to make a shadow weapon You gain a fly speed of 30 ft (hover).
appear from your armor of shadows. You can choose the You gain resistance to all types of damage.
form that this melee weapon takes each time you create it. You gain a bonus of 3d8 to all your damage rolls for melee
weapon attacks.
You are proficient with it while you wield it, and you can You can eat a players mini.
use your Intelligence modifier, instead of your Dexterity or
Strength for your attack and damage rolls with it. This
weapon counts as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
Your shadow weapon 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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dark Stalker Shadow Jump
Starting when you choose this shadow art at 3rd level, you
can hide into your monarch dimension as a bonus action,
remaining in it until the beginning of your next turn, working
as if you were being targeted by the banishment spell. While
in your monarch dimension, you can't be target of any attacks
or effects, and can't take any actions other than exiting the
monarch dimension, reactions, or bonus actions. You can
jump out of your pocket dimension as an action on your turn.
In addition, while grappling a creature, you can bring this
creature to your monarch dimension as a bonus action.
When you do so, the creature take 1d8 necrotic damage each
turn it starts inside it. At the start of each of its turns, the
creature can make a Strength saving throw against your spell
save DC to escape the monarch dimension.
Lurker in the Shadows
At 3rd level, while you are in an area of dim light or darkness,
you gain advantage on your Dexterity (Stealth) checks. In
addition, you can see in normal or magical darkness up to a
range of 120 feet.
Shadow Dancer
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, or to the
position of a shadow under your control.
In addition, you move freely through shadows. In any area
of dim light, darkness or covered in some type of shadows,
you gain additional 10 feet of movement. You ignore difficult
terrain under these circumstances and can walk on walls
covered in shadows as if you were under the effect of spider
climb. And you can fit through a space as narrow as 1 inch
without squeezing.
Corrupt Shadow
At 14th level, you can use your bonus action to enter the
shadow of a creature you can see within 120 feet. The
creature must make a Dexterity saving throw against your
spell save DC, allowing you to enter on a failed save
(creatures warded by a Protection from Evil and Good or
Magic Circle spell are immune). While inside its shadow, you
can't be the target of attacks or spells, except spells or effects
that target undead or are used to stop possession. While in
its shadow,
When inside its shadow, you can drain its vitality. At the
start of each of your turns, the creature must make a
Constitution saving throw against your spell save DC. On a
failed save, the creature loses 1d8 + your Intelligence
modifier hit points, and you regain the same amount. If you
reduce the creature to 0 hit points using this vitality drain,
the creature becomes a shadow under your control for 24
hours on the start of your next turn. In each of its turns, the
creature can use its action to make a Wisdom saving throw to
try to expel you from its shadow.
In each of your turns, you can use your action to make a
single attack with advantage against the creature, and jump
temporarily from its shadow to make an attack. You can exit
its shadow as a bonus action.
Once you are successful in entering a shadow of a creature,
you can't use this feature again until you finish a long rest

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Death Monarch Spell List
5th Level
Cantrips (0 Level) 3rd Level 6th Level
Antilife shell
Chill Touch Animate dead Contagion
Mage Hand Bestow curse Danse macabre
Spare the Dying Feign death Enervation
Toll the Dead Hunger of hadar Negative energy flood
Minor Illusion Life transference
Raise dead
Weave Shadows Revivify
Speak with dead
1st Level Vampiric touch
Arms of hadar Fear
Cause fear Phantom steed
False life Spirit shroud
Inflict wounds Summon undead spirit
Ray of sickness
Unseen servant 4th Level
Blight
2nd Level Black tentacles
Blindness/deafness Death ward
Darkness Faithful hound
Gentle repose Greater invisibility
Invisibility Phantasmal killer
Ray of enfeeblement Sickening radiance
Shadow blade Shadow of moil

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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