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Class Features
As a shadow knight, you gain the following class features.
Hit Points
Hit Dice: 1d10 per shadow knight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per shadow knight level after 1st
level.
Proficiencies
Armor: None
Weapons: Simple weapons, martial weapons.
Tools: Choose any one.
Saving Throws: Strength, Charisma
Skills: Three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Intimidation, Perception
and Persuasion.
Languages: Choose any two.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) A longsword (b) any simple weapon
• (a) a tool kit
• (a) a diplomat’s pack or (b) a traveler’s pack
Dark Initiate Robes, You start with a number of gold equal to the total of 5d4 x 10.
Psionic Sensitivity
Your body and soul have been keenly attuned to the flow of the mysterious energy field generated by all
living things, this psychic field is what powers the psychic powers of the Shadow Knight. The shadow
knights practices shadowy, psychic magic brought forth from their negative emotions, such as rage, pain,
fear, and jealousy. They channel the natural chi and psychic essencesses of the body to perform
supernatural feats.
Psychic Spellcasting
As a being who has begun to unlock the potential of their mind, you are able to tap into the natural energy
that interconnects all beings; psychic energy. Channeling them through your body and into the world,
psionics are able to grant you supernatural powers. Unlike normal spellcasting, which requires interaction
with a weave or outside source of magic, psionics are powered by your own mind and body.
Psychic Cantrips
You know two Psychic cantrips of your choice from the Shadow Knight power list. You learn additional
tricks of your choice at higher levels, as shown in the Cantrips Known column of the Shadow Knight
table.
Spell Points
The Shadow Knight table shows how many spell points you have. To cast one of these shadowknight
spells, you must expend a number of psi points based on the spell's level as outlined in the Spell Point
Cost table below. You cannot exceed the maximum psi points as outlined in the Psi Point Limit column of
the Shadow Knight Table. Even though you might have enough points to cast above this maximum, you
can't do so.
Dark Grace
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 +
your Dexterity modifier + your Charisma modifier.
Celerity
Starting at 1st level, your speed increases by 10 feet while you are not wearing armor or wielding a shield.
This bonus increases to +15 ft at 6th level, +20 ft and 10th level, +25 ft and 14th level, and +30 ft and
18th level. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your
turn without falling during the move.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even if you later get to choose again.
Agile Defense
While you are not wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of
the second attack.
Unarmed Fighting
When you take this fighting style you gain proficiency in your unarmed weapons (if you did not already)
and increase their damage die by 1 step. At 11th level, you increase your unarmed damage die by 2 steps.
Dark Enlightenment
Starting at 2nd level, your training allows you to call upon rigorously taught techniques, which call upon
your occult energies to heighten your reflexes to perform these amazing feats. Your Shadow Knight level
determines the number of “Rage Points” you have, as shown in the Rage Points column of the Shadow
Knight table. You can spend these points to fuel various Rage features. You start knowing three such
features: Rapid Strike, Recovery and Surge. You learn more Rage features as you gain levels in this class.
When you spend a Rage point, it is unavailable until you finish a short or long rest, at the end of which
you draw all of your meditate on the Force to regain the points back into yourself. You must spend at least
30 minutes of the rest meditating to regain your points. Some of your Rage features require your target to
make a saving throw to resist the features effects. The saving throw DC is this case is equal to your Force
power DC as listed above.
● Rapid Strike: Immediately after you take the Attack action on your turn, you can spend 1 Rage
Point to make an additional unarmed attack or with a melee weapon. (this is a free action, and
can be used alongside two-weapon fighting).
● Recovery: Immediately after falling prone by some effect, you can spend 1 Rage point as a
reaction to regain your standing and upright position. Alternatively, you can spend 1 Rage point
as a bonus action to spend one of your healing hit die, regaining hit points.
● Surge: You can spend 1 Rage point to take the Dash, Disengage or Dodge action as a bonus
action on your turn, and your jump distance is doubled for the turn.
Dark Path
When you reach 3rd level, you begin to follow the teachings of the ancients, following the path down
several trials that guide you into one of the three primary Paths: Shadow Assassin, Witch Knight,
Marauder, or Rage Warrior. All are detailed at the end of the class description. Your tradition grants you
features at 3rd level and again at 6th, 14th and 20th level.
Deflect
Starting at 3rd level, you can use your reaction to deflect a melee or ranged attack targeting you with your
melee weapon or shield. When you do so, the damage you take from the attack is reduced by 1d10 + your
Dexterity modifier + your Shadow Knight level. You must be wielding a melee weapon or shield in order
to use this feature. Alternatively you can also spend 1 Rage Point as part of your reaction to help resist
magic powers used against you. When you do this, you have advantage on any ability save you must
make to resist the spell.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.
Attune Weapon
Starting at 7th, as an action, you can expend one use of a Rage point to transfer some of your power to
your weapon, making it glow brightly in an angry, red color. From this moment on, that weapon is
considered magical whenever you wield it, you add +1 to your attack rolls and you deal +1 more damage.
These values increase to +2 to attack rolls and damage when you reach 11th level and to +3 when you
reach 17th level.
Psionic Trance
Starting at 6th level, you no longer need to sleep. Instead, you can meditate deeply, remaining
semiconscious, for 4 hours a day. While meditating, you can use the Wisdom (Perception) skill to sense
the emotions and general status of any target with whom you are familiar, regardless of distance as long
as they are conscious. After resting in this way, you gain the same benefit that you normally would from 8
hours of sleep. Alternatively, you can also spend 1 Rage point on your turn in combat to enter a Psionic
Trance. In doing so, you regain a number of hit points equal to 1d8 + your Shadow Knight level. You can
maintain this Trance in subsequent rounds by spending further Rage points. Once you break out of your
Trance in this fashion, you cannot enter another Trance until you take a long rest.
Redirect
Beginning at 10th level, your Deflect feature improves. If you successfully reduce a melee or ranged
attack against you to zero hit point damage, you can then make a counterattack against the attacking
target. If it was a melee attack, you make a melee attack with your lightsaber or unarmed strike. If it was a
ranged attack, you make a ranged attack using your Force power attack bonus and the damage on a
successful hit equals the original damage caused by the ranged attack. If you had spent a Rage point to
rebuke a spell and succeed in the ability save, you suffer no partial effects from the power. Furthermore
the attacking target must immediately make the same ability save or suffer the effects of the power as
normal.
Dark Soul
When you reach 13th level, your soul has been hardened by your connection to the Shadow. You gain
resistance to Necrotic damage, and you can no longer be Frightened, and have advantage on saving
throws against being Charmed.
Dark Bargain
Starting at 15th level, whenever you finish a long rest, you may spend up to a maximum of 5 hit dice,
gaining a number of temporary hit points equal to the amount rolled by your Hit Die.
Dark Lord
When you reach 20th level, you become one of the most feared Dark Lords, your power sends echoes
throughout the force for all to hear and tremble beneath. Many initiates are eager to become your
apprentices, while others fear your might.
You receive a number of Rage points equal to your Charisma modifier, in addition to your normal
allotment. When you enter a Psionic Trance, you can also make Perception checks at any range,
regardless of line of sight. To do so, you must sense a familiar target in the area or be familiar with the
area.
RAGE WARRIOR
---
Bonus Proficiencies
At 3rd level, you become proficient with all martial weapons, Medium Armor and Heavy Armor.
Dark Frenzy
Also at 3rd level, in battle, you fight with primal ferocity. On your turn, you can enter a rage which lasts 1
minute by spending 1 Rage Point as a bonus action. While raging, you gain the following benefits:
● You have advantage on Strength checks and Strength Saving Throws.
● While raging, you have resistance to all damage, except psychic damage.
● When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage rolls.
This increases to +3 at 9th level, and +4 at 16th level.
you can't cast Force powers concentrate on them while raging, but you can cast Force Tricks. Your rage
lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't
attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on
your turn as a bonus action. you regain your expended uses of rage after a long rest. At 20th level, you no
longer need to spend Rage Points to Frenzy, and can use it at-will.
Psionic Charge
At 5th level, While you're raging, if you move at least 15 feet in a straight line toward a Large or smaller
creature, it must make a Strength Saving Throw, (DC:8 + Your Strength Modifier + Proficiency bonus),
or be knocked prone and take bludgeoning damage equal to your Shadow Knight level.
Persistent Rage
At 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while
you're raging and don't die outright, you can make a DC:10 Constitution Saving Throw. If you succeed,
you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When
you finish a short or long rest, the DC resets to 10.
Undying Warrior
At 15th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain
hit points equal to 5 + Your Constitution Modifier if you have no more than half of your hit points left.
You don't gain this benefit if you have 0 hit points.
WITCH KNIGHTS
Some Shadow Knights specialize in enhancing their psychic, and Shadow given powers. These Witch
Knights study the darkest streams of arcane, and occult knowledge in their search of mystical power.
With it they learn spells, and secrets that many Shadow Knights would kill for.
Eldritch Lore
In your study of ancient lore, you have unearthed eldritch invocations, fragments of forbidden knowledge
that imbue you with great power in the Shadow. at 3rd level, you gain two eldritch invocations of your
choice. Your invocation options are detailed at the end of the class description. you learn 1 additional
Invocation at 5th, 7th, 9th, 12th, 15th, and 18th levels. Additionally, when you gain a level in this class,
you can choose one of the invocations you know and replace it with another invocation that you could
learn at that level. A level prerequisite in an invocation refers to Shadow Knight level, not character level.
Your power source is now Arcane, Psionic and Shadow.
Gifted with the Shadow
At 3rd level You gain an additional number of Psi Points equal to your Shadow Warrior level + twice
your Charisma Modifier.
Overpowering Mind
Starting at 6th level, your mastery over your psychic powers has reached immense levels that very few
can stand the might of. Your Psychic Powers of 1st-level or higher that deal force, lightning, or thunder
damage ignore resistance and if that psychic power is an attack roll or forces the creature to make a
Saving Throw, you can spend 1 of your Rage Points to make that Spell Attack with advantage or cause
that creature to roll their saving throw with disadvantage.
Occult Secrets
At 14th level, your profane study into the dark arts have unlocked stronger mystical power that most
would kill to study. Choose one 6th level power from the Adept power list as this secret, it counts as a
Shadow Knight Power for you. You can cast your secret once without expending psi points. You must
finish a long rest before you can do so again. At higher levels, you gain more Adept powers that count as
Shadow Knight Powers of your choice that can be cast in this way: one 7th-level power at 16th level, one
8th-level power at 18th level, and one 9th level power at 20th level. You regain all uses of your Occult
Secrets when you finish a long rest.
The Cycle Continues
At 20th level, whenever you reduce a creature to 0 hit points with a force trick or force power of 1st level
or higher, you regain 1 Rage Point.
SHADOW ASSASSIN
Shadow Assassins are covert psychic assassins from the drow traditions of ---. These assassins were
largely responsible for carrying out many assassinations of powerful heroes.
These shadow assassins specialized in stealth and dealing high amounts of damage to enemies in melee
combat.
Sneak Attack
Beginning at 3rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you
can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack
roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if
another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated and you don’t have
disadvantage on the attack roll.
The amount of the extra damage increases at the following levels: 3d6 at 5th,, 4d6 at 7th, 5d6 at 9th, 6d6
at 11th, 7d6 at 13th, 8d6 at 15th, 9d6 at 17th, and 10d6 at 19th. This feature does not stack with the
Scoundrel "Sneak Attack" feature.
Psychic Stealth
Beginning at 3rd level, you have learned how to use your psychic powers to cloak your already prolific
skills at stealth. You have proficiency in stealth, In addition, you can spend 1 Rage Point to make yourself
invisible for a number of minutes equal to half your Shadow Knight Level.
Murderous Intent
Starting at 5th level, you emanate a silent aura of discord and murder, which gives you the following
benefits:
● Cull the Herd: You have advantage on melee attack rolls against any creature that has one or
more of its allies within 5 feet of it.
● Treacherous Strike: If a creature within 5 feet of you misses you with a melee attack, you can
use your reaction to force the attacker to reroll that attack against a creature of your choice that
is also within 5 feet of the attacker . The ability fails and is wasted if the attacker is immune to
being charmed. You can use this ability three times. You regain expended uses of it when you
finish a short or long rest.
Vanish from the Mind’s Eye
At 11th level, you have the ability to slip away from your foes. Immediately after you are hit by an
attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You
remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to
make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it
again.
Icon of Murder
At 15th level, you are a being of pure murderous intent and drive, as an action, you can use the force to
channel your emotions and murderous thoughts into substantial form, fueling your strength in the
Shadow. This effect lasts for 1 minute and grants you the following benefits, once you use this feature,
you can’t use it again until you finish a long rest.
● You are invisible, as per the "Greater Invisibility" power.
● If a creature damages you on its turn, it must succeed on a Wisdom Saving Throw (DC equal to
your Force Power Save DC) or is struck with such fear, that it is paralyzed in place until the end
of its next turn. A creature automatically succeeds on the save if the creature is immune to being
Frightened.
● If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your
shadow knight level.
Tricks (0 level)
Create Light
Create Sound
Energy Resistance
Guidance
Psychic Mending
Intimidate [D]
Mind Trick
Move Minor Object
Reckless Lunge [D]
Telekinetic Throw
Weapon Empowerment
NEW SPELLS
Anger
2nd-level dark side power
Casting Time: 1 bonus action
Range: self
Components: E, S
Duration: Concentration, up to 1 minute
You fly into a rage for 1 minute, seething with anger. During the duration of the rage, you do extra
damage with attacks with melee weapons equal to 2 + your Charisma modifier, you have advantage on all
strength checks and saving throws, and you can't be charmed or frightened.
Drain Life
2nd-level dark side Power (2nd-level necromancy)
Casting Time: 1 action
Range: 30 feet
Components: E, S
Duration: Up to 1 minute
You siphon the life energy of another living creature. Make a ranged spell attack against 1 creature in
range. On a hit, the target takes 4d6 necrotic damage, and you regain hit points equal to half the amount of
damage dealt. Until the power ends, you can make the attack again on each of your turns as an action,
without having to make an attack roll. This has no effect on droids.
At Higher Levels: When you use this power using a power slot of 3rd level or higher, increase the
damage dealt by 1d6 for each slot level above 2nd.
Telekinetic Choke
1st-level dark side power
Casting Time: 1 action
Range: 30 feet
Components: S, E
Duration: Concentration, up to 1 minute
You constrict an enemy's lungs using your psychic powers. Target one creature within range. The target
must succeed on a Wisdom saving throw or take 2d8 physical damage. The target is also lifted up into the
air and is considered restrained (see conditions appendix) for the duration of the spell. Until the power
ends, you can use this power again, and the target automatically fails on the saving throw. At the end of
each of the target's turns, the creature can make a Wisdom saving throw. On a successful save, the power
ends. This power has no effect on constructs.
At higher levels: When you use this power using a power slot of 2nd level or higher, increase the damage
by 1d8 for each slot level above 1st.
Telekinetic Pull
Universal Power Trick
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
You pull someone towards you with the Force. Target one creature within range. The target must succeed
on a Strength saving throw or be pulled 10 feet in your direction. If the creature is pulled within 5 feet of
you by this effect, you can make a melee attack against them using a bonus action.
The distance the target is pulled increases to 15 feet at 5th level, 20 feet at 7th level, and 30 feet at 11th
level.
Telekinetic Push
Universal Power Trick
Casting Time: 1 action
Range: self (10-foot cone)
Hands Required: 1
Duration: Instantaneous
You use a blast of the force from your hand to push back and knock down your opponents. Each creature
within a 10-foot cone must make a Strength saving throw. On a failed save, the target is pushed back 10
feet. After they are pushed back, they must succeed on a Strength saving throw or be knocked prone. If
the target runs into a wall or another solid object, they take an extra 2d6 physical damage.
The distance the target is pushed increases to 15 feet at 5th level, 20 feet at 7th level, and 30 feet at 11th
level.
Stop Bullet
1st-level Universal Power
Casting Time: 1 reaction, when you are targeted with a ranged attack
Range: Self
Components: S
Duration: Concentration, up to 1 minute
When you are targeted by a ranged attack that does energy or physical damage, you can use your reaction
to try and stop the projectile in its path. Make a Wisdom check. The DC is equal to the max damage of the
ranged weapon + the Dexterity modifier of the shooter. On a success, the bullet stops in its tracks. Once
the power ends, the projectile moves normally on the same path.
Shadow Shock
1st-level dark side power
Casting Time: 1 action
Range: Touch
Components: Somatic, Emotional
Duration: Instantaneous
You imbue your hand with crackling, unnatural electricity and use it to shock a creature you try to touch.
Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing
armor made of metal. On a hit, the target takes 1d12 electric and necrotic damage and must make a
Constitution saving throw. On a failed save, the target is paralyzed (see conditions appendix) for 1 round.
Augment: when you use this power using a power slot level of 2nd or higher, increase the damage by
1d12 for each slot level above 1st.
Mind Freeze
3rd-level dark side power
Casting Time: 1 reaction, which you take when you see a creature within 20 feet of you casting a spell
Range: 20 feet
Components: S
Duration: Instantaneous
You freeze the mind of a creature in the process of casting a spell. Make a spell attack against the target.
If you hit, you deal 4d8 psychic damage, and the target must make a Constitution saving throw to
continue casting the spell, as if they took damage while concentrating on a spell. If they fail, the spell fails
and has no effect.
Void Lightning
2nd-level dark side power
Casting Time: 1 action
Range: 30 feet
Components: M, S, E
Duration: Instantaneous
You create bolts of purple or red lightning from your fingertips to electrocute your enemies. You create 5
bolts of lightning. Each bolt hits a creature that you can see within range. A bolt does 1d12 electric and
necrotic damage. The bolts all hit simultaneously and you can direct them to all hit one creature or
several.
At higher levels: When you use this power using a power slot level of 3rd or above, you can create 1
more bolt per hand used for all slot levels above 2nd.
Mind Control
5th-level dark side power
Casting Time: 1 action
Range: 120 feet
Components: M, E
Duration: Concentration, up to 1 minute
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving
throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it
has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same
plane of existence. You can use this telepathic link to issue commands to the creature while you are
conscious (no action required), which it does its best to obey. You can specify a simple and general
course of action, such as "Attack that creature," "Run over there," or "Fetch that object."
If the creature completes the order and doesn't receive further direction from you, it defends and preserves
itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the
creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During
this time you can also cause the creature to use a reaction, but this requires you to use your own reaction
as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving
throw succeeds, the spell ends.
Augment. If you spend 2 additional spell points, the duration is Concentration, up to 10 minutes. If you
spend 3 additional spell points, the duration is Concentration, up to 1 hour.
If you spend 4 additional spell points, the duration is Concentration, up to 8 hours and this spell can target
any creature.
Eldritch Invocations
Agonizing Blast
Prerequisite: Force Blast trick
When you cast the Eldritch Blast, add your Charisma Modifier to the damage it deals on a hit.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending force points.
Beast Speech
You can cast speak with animals at will, without expending psi points.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
Prerequisite: 7th Level
You can cast compulsion once without expending force points. you can’t do so again until you finish a
long rest.
Dreadful Word
Prerequisite: 7th level
You can cast Confusion once without expending force points. you can’t do so again until you finish a long
rest.
Eldritch Spear
Prerequisite:Force Blast force trick
When you cast Force Blast, its range is 300 feet.
Vigor of the Dark-side
You can cast false life on yourself at will as a 1st-level power without expending force points.
Lifedrinker
Prerequisite: 12th level
When you hit a creature with a melee weapon, the creature takes extra necrotic damage equal to your
Charisma Modifier (minimum 1). You gain temporary hit points equal to the necrotic damage dealt by
this invocation.
Force Leap
Prerequisite: 9th level
You can cast Jump on yourself at will, without expending force points.
Repelling Blast
Prerequisite: Force Blast force trick
When you hit a creature with Force Blast, you can push the create up to 10 feet away from you in a
straight line.
Savage Blade
Prerequisite: 15th level
Your weapon attacks can score a critical hit on a roll of 18-20.