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Shadow Prophet Evoker

Shadow Prophets, as members of the Shadow Prophet Evokers, manipulate shadows and have the ability to glimpse into the future. These spellcasters form sacred bonds with twilight drakes, exchanging knowledge or services for access to the drakes' shadowy essence, which enhances their magical abilities.


These pacts are deeply revered, and their violation leads to severe consequences such as exile. The Shadow Prophets play key roles as advisors and spies in the kingdom of Alavir, providing strategic insights and uncovering hidden threats.


Despite their crucial roles, they are often subject to suspicion due to their mysterious powers and close ties to twilight drakes.

Shadow Prophet Evoker Features By Level

Darken Blade

At 1st level, You gain superior darkvision up to 60 feet. If you already have a form of darkvision, extend its range by an additional 30 feet. Superior Darkvision, you can see in both magical and non magical darkness as if it was bright light.


When you hit a creature with a melee attack or spell with a range of 15 or less, they have a penalty to their attack rolls against you equal to your proficiency modifier. In combat, you heal for 1 + SM if you damage at least 1 creature on your turn if you have at least 1 hit point remaining.

Twilight Step

At 3rd level, (Recharge 5-6) As a bonus action, teleport up to 30 feet to an unoccupied space that you can see. Your next attack or spell deals an additional (PM)d8 Lunar damage. Choose a creature within 5 feet of where you land, they must make a Fortitude saving throw against your spellcasting DC or be feared.

Night Stalker

At 6th level, after you teleport with Twilight Step or Shadow Step creatures within 5 feet of you are taunted. While taunted, they have reduced armor equal to your proficiency modifier.

Future Sight

At 8th level, When you hit a creature with an attack or spell, their next attack on you is at disadvantage. If an attack misses you, you can shadow step instantly if you are not under the effects of crowd control.

Paragon of Battle

At 11th level, when you hit a creature with an attack, choose one ally within 60 feet of you, they gain a bonus to their next attack roll equal to your Charisma modifier.

Extraordinary Speed

At 13th level, your walking speed increases by 15 feet.


As a bonus action, you or a creature you touch have a flying speed equal to your walking speed and can use the dash, dodge, or disengage action as a bonus action for 3 rounds. Falling gracefully to the ground when the flight ends.

Eclipse

At 16th level, on your turn you can cast a shadow creating dim light in a 15 foot aura around yourself. While in the darkness you gain armor equal to your proficiency modifier, and your first melee weapon attack is a critical strike.

Merciful Healer

At 18th level, You can revive one ally who has died within the last 5 rounds, they are revived with 6 points of exhaustion and you can only use this feature once per long rest.

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