Child of Night

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They prefer to call themselves "black transmogrifists," but most know them as children of night. They are more than spellcasters, more than scholars, and - they claim - more than mortal. For those who have the will and the depth of knowledge to join their ranks, ascension beyond the earthly form awaits, for the children of night become the stuff of shadow itself.

Children of night must be tied to the Plane of Shadow through their ability to perform magic involving darkness. The path of the shadowcaster is the most direct route, although some wizards, sorcerers, and clerics can progress into this class. Few bards or druids embark on this journey of self-transformation.

Role: Spell Utility

Characteristics: Cloaked in shadow, these casters use the cover of shadow to keep themselves sustained and safe.

Source: Tome of Magic

Game Rule Information

The Child of Night has the following game statistics.

Abilities: Whatever your casting stat is so you can still improve and cast spells, Constitution so you can still keep moving if you get discerned from beyond your cloak of shadow

Alignment: Any

Hit Die: d6

Starting Gold: N/A

Class Skills

The Child of Night's class skills are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (planes)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Wis), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Child of Night.

Weapon and Armor Proficiency: A Child of Night is proficient with whatever they were already proficient with prior to taking levels in this class.

Mysteries/Spellcasting: They prefer to call themselves "black transmogrifists," but most know them as children of night. They are more than spellcasters, more than scholars, and - they claim - more than mortal. For those who have the will and the depth of knowledge to join their ranks, ascension beyond the earthly form awaits, for the children of night become the stuff of shadow itself.

Children of night must be tied to the Plane of Shadow through their ability to perform magic involving darkness. The path of the shadowcaster is the most direct route, although some wizards, sorcerers, and clerics can progress into this class. Few bards or druids embark on this journey of self-transformation.

Cloak of Shadows Su: Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. At 4th level, once per day as a swift action, you can make your outline shadowy and indistinct, as the blur spell, for a number of minutes equal to your class level. When you reach 6th level, you can use the blur effect three times per day. At 8th level, your form permanently becomes hazy and you continually have a blur effect. At 10th level, two times per day as a swift action, you can make your true location more difficult to discern, as if you were affected by the displacement spell, for 10 rounds.

Cold Resistance Su: At 1st level, the shadow in your essence provides cold resistance 5. This resistance increases to 10 at 5th level and 15 at 9th level.

Sustaining Shadow Ex: Starting at 2nd level, you lose various biological needs, as you draw power from the Plane of Shadow. This functions as the shadowcaster ability, except new abilities are gained at 4th, 6th, and 8th level. If you have the sustaining shadow ability from a different class (shadowcaster, for example), you automatically gain the next sustaining shadow ability.

Dancing Shadows Su: At 3rd level, you can use the dancing shadows mystery as a supernatural ability once per day with a caster level equal to your class level plus your levels in any other mystery-casting class. At 7th level and above, you can use dancing shadows twice per day.

Night Form Ex: For 1 minute per day, you can become incorporeal, and gain all the benefits of the incorporeal subtype. You also gain a fly speed of 40 feet with perfect maneuverability.