Dust
The Night Watch calls him/ But he is just a fledgeling/ Dust wanders to grow
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Black Doom
I see no, hear no evil, and by my blood, be saved hero.
A dark coloured armour predominantly made out of leather, with small volutes of shadow emanating from it. When it has siphoned some of its user's vitality, it sends forth shadows to protect its intended mark, keeping them from harm.
All Torn Down: As an action, you sacrifice some of your health to mend another creature’s injuries. You take 2d4 necrotic damage, which cannot be reduced in any way, and one creature of your choice you can see within 30 feet regains a number of hit points equal to twice the necrotic damage you take. You can use this ability once per long rest.
I am all of Me: When you use All Torn Down, you can also spend up to four of your hit dice as part of the action to activate the ability. You restore 2 additional hit points to the target per die expended, and you or the target of All Torn Down (your choice) gain the following.
• 2 hit dice: You gain a +1 bonus to your AC for the next minute.
• 3 hit dice: Once within the next minute, you can use your reaction to impose disadvantage on an attack that would target you.
• 4 hit dice: You can teleport up to 20 feet to another point that you can see as a reaction after you have used All Torn Down. You cannot teleport the target you are healing with this ability. You can also suppress one condition affecting you or the target of All Torn Down from the following for 2 rounds: charmed, deafened, frightened, poisoned, restrained. At the end of your turn on the second round, you must make the saving throw associated with the effect (if there is one) again.
Shadow of War
Shadow made lethal; a shortbow ebbing in and out between tangible components and pure shadow.
Upon attunement, the weapon is magically attached to the wielder's shadow. Unattuning from this item permanently removes the wielder's shadow, dealing 3d6 nectrotic damage and causing the wielder to be permanently vulnerable to necrotic damage. The wielder must have a shadow to attune to this item.
This weapon has 5 charges of Shade which can be used on the following abilities.
After-shot. After missing an attack with this weapon, you can use your reaction to expend one Shade to make another attack made of shadow. You make another attack, and if the missed attack had advantage or disadvantage, this attack has advantage or disadvantage as well. The attack can only deal the weapon's base damage dice, which is all converted to necrotic damage.
Shadow Puppet. When you make a Stealth check, you can expend one Shade to leave behind a shadowy form of yourself for up to one minute which can deceive a hostile creature into believing it is you. A hostile creature must use an action with a DC 15 Intelligence (Investigation) check to determine it is false. During your turn, you can move the Shadow Puppet up to 30 feet. This does not require an action, and you can break up the Shadow Puppet's movement like you would with your own.
Reach of the Law. When you take the Attack action with this weapon, you can expend one Shade to ignore disadvantage from being within 5 feet of a hostile creature.
This weapon regains all Shade after a long rest. Additionally you can regain one Shade by spending 30 minutes in total shadow and can regain up to five Shade each long rest this way.
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