Darkin v2

Sneaking through the shadows of the ever bustling city, a woman steps into the shadows and reappears in the shadow of her target over 100 feet away. She summons a series of dark tendrils to do her bidding, tearing the man apart.

Running away from a mob that chases after him, the man clad in nothing but his britches jumps into a nearby alley. Here he pulls the shadows around himself and weaves a cloak of darkness. His not-cat friend telling him when the mob eventually passes by.

Darkin are those who have found their home and strength in the shadows. They are granted powers over the darkness, and become one with it as they associate themselves with a Daemon of their own.

The Darkin class is influenced by Jay Kristoff's "The Nevernight Chronicle."

Daemons of the Dark

Darkin are still a mystery to many, stories of their powers being blown out of proportion. There are tales told of their presence curdling milk and spoiling food as they draw near. Despite this, there is some truth to the destructive power that they wield.

Darkin find their power through the shadows of the world and the darkness found within. Through the manipulation of shadows, they find the ability to move unseen, reach places previously unavailable, and even harness the darkness as a weapon.

Darkin are not alone in their journeys as they attract a Daemon which accompany them. These entities take the form of some sort of small to medium animal which feed off of the fear of their darkin. Made of shadows, they have little effect over the physical plane.

Creating a Darkin

When making a darkin, consider how your character would make use of their Darkin abilities. Was this person previously religious and is in denial of what they are? Has your character decided to make use of their talents and use them to their advantage on the battlefield? Or do they sneak through the shadows and eliminate their enemies with no one knowing any better. What form has your Daemon taken, when or how did they approach you, and what are they like?

Quick Build

You can make a darkin quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom.

Class Features

As a darkin, you gain the following class features.

Hit Points

Hit Dice: 1d8 per darkin level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per darkin level after 1st

Proficiencies

Armor: Light
Weapons: Simple Weapons, Choice of 1 Martial Weapon, Hand Crossbows
Saving Throws: Wisdom and Charisma
Skills: Choose two from: Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Sleight of Hand, or Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor
  • (a) Two simple weapons or (b) a simple weapon and a martial weapon
  • (a) Hand Crossbow and 20 bolts or (b) 20 Throwing Knives
  • One artisan tool kit
  • (a) A dungeoneer's pack or (b) an explorer's pack

Spellcasting

The power you possess grants the ability to call upon the darkness to do your bidding. As you level, you will gain access to several spells and abilities which will call upon this power.

Cantrips

At 1st level, you know Blinding Darkness, Grasp of Darkness, and Shadow Strike from the darkin spell list.

Spell Slots

The darkin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these darkin spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 2nd Level and Higher

At 2nd level, you learn how to call upon the shadows to use more advanced techniques. You learn the following spells at these levels:

  • 2nd level - Shroud of Shadows
  • 4th level - Shadow Step
  • 6th level - Conjure Shadows
  • 8th level - Shadow Storm

Spellcasting Ability

Wisdom is your spellcasting ability for your darkin spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a darkin spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You require no spellcasting focus as you serve as the conduit to your darkin spells.

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PART 1 | THE DARKIN

The Darkin
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Never Flinch. Never Fear., Power in Darkness 3 0
2nd +2 Shroud of Shadows 3 1 3
3rd +2 Schools of the Maw 3 1 3
4th +2 Ability Score Improvement, Shadow Step 3 2 3
5th +3 Extra Attack 3 2 4 2
6th +3 Dark Passenger, Conjure Shadows 3 3 4 2
7th +3 Schools of the Maw Improvement 3 3 4 2
8th +3 Ability Score Improvement, Shadow Storm 3 4 4 3
9th +4 Spreading Darkness 3 4 4 3 2
10th +4 Schools of the Maw Improvement 3 4 5 3 2
11th +4 Extra Attack (2), Sleeping Shadows 3 4 5 3 2 1
12th +4 Ability Score Improvement 3 4 5 3 2 1
13th +5 One with the Dark 3 4 5 3 3 2
14th +5 Schools of the Maw Improvement 3 4 5 4 3 2
15th +5 Midnight's Assailant 3 4 5 4 3 3
16th +5 Ability Score Improvement 3 4 5 4 4 3 1
17th +6 3 4 5 4 4 3 1
18th +6 Conduit of the Dark 3 4 5 4 4 3 2
19th +6 Ability Score Improvement 3 4 5 4 4 3 2
20th +6 Extra Attack (3) 3 4 5 4 4 3 2

Never Flinch. Never Fear.

Darkin attract to them a creature known as a Daemon. Daemon are not well recieved by the majority of people, so they live in the shadows and only reveal themselves when doing so is prudent.

Beginning at 1st level, you gain a Daemon which offers the following:

  • The Daemon takes the form of any small or medium sized beast. It does not take their combat stats, and cannot fight or be killed. Their personality often reflects the animal tendencies of the form chosen, but this is up to Player or DM discretion. The Daemon can be played roleplayed by either the Player or DM.
  • The Daemon speaks common and 1 other language of your choice.
  • The Daemon has a movement speed equal to yours.
  • The Daemon consumes the fear of whoever's shadow it resides in. This gives advantage to saving throws against intimidation, as well as any checks against a frightened status.
  • You may request for your Daemon to reside in another's shadow to grant the previously mentioned benefits to them.
  • You may request your Daemon to act as a messenger, scout, or sentry for you. It travels 45 miles per day unless they manage to secure quicker travel.
  • Your Daemon will retreat from you if you take Radiant damage in combat, returning when combat is over.
  • If your Daemon leaves you (to reside in another's shadow, as a command, or after taking Radiant damage), you lose all of these abilities and you roll at a disadvantage on any intimidation or fear-related saving throws.
  • Optional Rule:
    • When without your Daemon, you may be less inclined to fight or put yourself at risk. Fear becomes nearly overwhelming when you are without your companion.

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PART 1 | THE DARKIN

Power in Darkness

As a darkin, you find that you have better control over your abilities when you are not in direct sunlight. As a result, your abilities have additional features when cast in dim light or darkness.

Beginning at 1st level, the following abilities have additional features when cast in dim light or darkness:

  • Blinding Darkness
  • Grasp of Darkness
  • Shadow Strike
  • Conjure Shadows
  • Shadow Step
  • Shadow Storm
  • Shroud of Shadows

At 20th level, all darkin spells receive the effects of Power in Darkness whether or not you reside in Dim Light or Darkness.

Schools of the Maw

At 3rd level, you have found a school within the Red Church which you excel at. This includes the following schools: Songs, Secrets, Truths, and Mirrors. Your choice grants you features at 3rd level and again at 7th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Dark Passenger

Beginning at 6th level, your Daemon now has a small influence over the material realm. It may now bring any small or medium object (equal to the Daemon's size) with it into the shadows.

Spreading Darkness

Beginning at 9th level, you may order your Daemon to any unobstructed 5-by-5 foot location within 150 feet that you can see. This location becomes either dim light or darkness.

Sleeping Shadows

Beginning at 11th level, you gain a number of temporary hit points equal to your darkin class level if you take a short rest in dim light or darkness.

One with the Dark

Beginning at 13th level, you gain Darkvision to a range of 60 feet. If you already had Darkvision, this range is extended to 120 feet.

Midnight's Assailant

Beginning at 15th level, you may now enter into a state of complete power over the dark. As a bonus action on your turn, you may enter into this state of power if you reside in darkness. This lasts until a minute passes or the darkin is damaged by Radiant damage. While in this state, you gain advantage on all spell attacks that you make, and enemies roll at disadvantage on all spell saving throws they make against your spells. In addition to this, all of your spells gain the effects of the Power in Darkness ability. You too gain a flying speed equal to your walking speed as dark wings sprout from your back.

Once you use this feature, you must finish a long rest before you can use it again.

Conduit of the Dark

Beginning at 18th level, you may now use your Daemon as a conduit for your spellcasting. When your Daemon is within 150 feet of you, you can cast your spells through it. All of these spells will be cast as if they are being used in dim light or darkness.

Schools of the Maw

Not all darkin find themselves within the School of the Maw, but each seems to excel in one of the skills associated with the Schools of the Red Church. Each school will offer you different features allowing you to excel in different aspects.

School of Songs

The School of Songs focuses on martial expertise and one's ability to best their opponent on the battlefield. Those who focus on this school excel in battle using techniques gained through sparring and rigorous training.

Bonus Proficiencies

When you join the School of Songs at 3rd level, you gain proficiency with martial weapons, medium armor, and shields.

Fighting Style

Beginning at 3rd level, you can select a fighting style from the fighter class. These include:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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PART 1 | THE DARKIN

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

From the Shadows

Beginning at 7th level, Shadow Step no longer imposes disadvantage on any of your attacks made the turn you cast it.

Shadow Dancer

Beginning at 10th level, you may now take a free attack whenever you cast Shadow Step.

Additional Fighting Style

Beginning at 14th level, you can choose a second fighting style from the Fighter class.

School of Secrets

The School of Secrets focuses on the larcenous arts. Those who find themselves exceling in Secrets find that they have no problem sneaking into places that they should not be, or acquiring anything which does not belong to them.

Bonus Proficiencies

When you join the School of Secrets at 3rd level, you gain proficiency with Thieves' Tools, the Forgery Kit, and Shortswords. If you are already proficient with either of these, choose another tool proficiency for each proficiency you already have.

Quick Feet

Beginning at 3rd level, you find that you are much more agile. You can take a bonus action on each turn in combat. This bonus action can only be used to take the Dash, Disengage, or Hide action.

Dodge of Another

Beginning at 7th level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.

Speed of the Thief

Beginning at 10th level, your movement speed permanently increases by 10 feet. In addition to this, you no longer receive a penalty in movement speed while climbing.

A Theft of the Schools

Beginning at 14th level, you may gain any one ability granted from the School of Songs, Truths or Mirrors.

School of Truths

The School of Truths focuses on the art of venomcraft. Those who find themselves exceling in Truths find that they have a talent in concocting venoms, poisons, and weirdglass, and more importantly, making use of them.

Bonus Proficiencies

When you join the School of Truths at 3rd level, you gain proficiency with the Poisoner's Kit and Herbalism Kit. If you are already proficient with either of these, choose another tool proficiency for each proficiency you already have.

Envenom Weapon

Beginning at 3rd level, you may use an action to apply a venom onto your weapon or ammunition (x10) of your choice that remains there until an hour passes or it is removed. This venom deals 1d4 Poison damage, increasing to 2d4 at 8th level, 3d4 at 13th level, and 4d4 at 18th level.

Weirdglass

Beginning at 7th level, you learn how to craft Weirdglass. Only a darkin has the ability to use these alchemical items. There are 3 variants of Weirdglass which you may craft, each requiring an hour and 5 gold of alchemical materials to prepare three. These are the following styles of Weirdglass:

  • Shadowglass: You may use an action to throw this small black sphere. The range is 60 feet. On impact, the Shadowglass shatters releasing a cloud of smoke that is 10-feet in radius. The smoke sets the area to dim light if it was previously bright light, or to darkness if it was previously dim light.
  • Swoonglass: You may use an action to throw this small white sphere. The range is 60 feet. On impact, the Swoonglass shatters releasing a cloud of swoon on a target. Any creature hit must make a Constitution saving throw against your spell save DC. They roll at advantage if they are Huge or larger. Any creature which fails is knocked unconscious for 1 minute, awoke by a loud noise or physical touch, or take any damage.
  • Fireglass: You may use an action to throw this small red sphere. The range is 60 feet. On impact, the Fireglass shatters into a firey explosion that is 5-feet in radius. Any creatures caught in this explosion must make a Dexterity saving throw against your spell save DC. Any creature who fails takes 3d6 Fire damage. Creatures take half damage on succeeding this saving throw.

Resistance Training

Beginning at 10th level, you gain resistance against Poison damage and gain advantage on poison saving throws.

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PART 1 | THE DARKIN

Master Alchemist

Beginning at 14th level, you learn the secret properties of Potions of Healing. You may now spend an hour and an amount of gold pieces to increase any healing potion to the next respective stage of healing potion. The following costs are:

  • Potion of Greater Healing (4d4+4) - 25gp
  • Potion of Superior Healing (8d4+8) - 100gp
  • Potion of Supreme Healing (10d4+20) - 300gp

Once you use this feature, you must finish a long rest before you can use it again.

In addition to this, you may now throw up to two Weirdglass as an action.

School of Mirrors

The School of Mirrors focuses on the art of speech and acting. Those who find themselves exceling in Mirrors find that they have no problem finding the perfect words to say or actions to perform in whatever situation they may be in.

Bonus Proficiencies

When you join the School of Mirrors at 3rd level, you gain proficiency with the Disguise Kit, Deception, and one other Charisma-based skill of your choice. If you are already proficient with either of these, choose another skill or tool proficiency for each proficiency you already have.

Charm of the Mirror

Beginning at 3rd level, you gain access to the Charm Person spell.

Expert Negotiator

Beginning at 7th level, you gain expertise on any Charisma based skills that you have.

The Silver Tongue

Beginning at 10th level, you may use an action to attempt to dissuade an enemy within 30 feet from attacking you, and redirect them to another target. The enemy must make an Intelligence saving throw against your spell save DC. On a fail, the target will move their max movement speed towards this target and attempt to attack them.

This ability can only be used on creatures that you share a language with and have an Intelligence score above 4.

Once you use this feature, you must finish a long rest before you can use it again.

Flesh Weaving

Beginning at 14th level, you have managed to learn the basics of the Ashkahni magik of flesh weaving. You may now sculpt the skin and muscle of your body as if it were clay during a long rest. You may make yourself appear up to 1 foot taller or shorter than you are, change the appearance of your body weight or physical appearance, and even appear as another race of the same size as you. However, this magik does not give you the ability to create tails, horns, wings, or scales.

Your in game statistics do not change after undergoing the Flesh Weaving.

Multiclassing

Prerequisites: To qualify for multiclassing into the darkin class, you must meet these prerequisites: Dexterity of 13 and a Wisdom of 13
Proficiencies: When you multiclass into the darkin class, you gain the following Proficiencies: Light Armor, Choice of 1 Martial Weapon, Hand Crossbows, One Skill From the Class's Skill List

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PART 1 | THE DARKIN

Darkin Spell List

Cantrips (0 Level)
  • Blinding Darkness
  • Grasp of Darkness
  • Shadow Strike
1st Level
  • Conjure Shadows
  • Shadow Step
  • Shadow Storm
  • Shroud of Shadows

Darkin Spells

Blinding Darkness

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

As an action, you may make a ranged spell attack to throw shadows into the eyes of a creature in an attempt to blind it. If your attack hits, the target is affected by the blinded status for up to one minute. The creature may use an action to remove said shadows from it's eyes, and eliminate it's blinded status. Only one creature may be under effect of this spell at a time.

This spell becomes more powerful as you level. At 11th level, you may now cast Blinding Darkness as a bonus action.

If cast in dim light or darkness, the creature affected will need to succeed in a Strength (Athletics) or Dexterity (Acrobatics) check to remove the shadows from it's eyes.

Conjure Shadows

1st-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 10 minutes

On your turn, you may use an action to alter the brightness of a 5-feet radius sphere. If this space was bright light, it becomes dim light, and if it was dim light, it becomes darkness. This darkness spreads around corners. You may cast this at higher levels, granting the following effects:

  • 2nd level - This spell can now be cast on an object or person, and it moves as they do. It may move up to 100 feet away from the caster before it disperses.
  • 3rd level - This spell can now be cast as a magical darkness, as well as the previous effects.
  • 4th level - This spell now has a 10-feet radius sphere, as well as the previous effects.
  • 5th level - Targets that you will do not see this darkness, as well as the previous effects.

If cast in dim light or darkness, Conjure Shadows no longer acts as a concentration spell and disperses after 10 minutes or when the caster wills it.

Grasp of Darkness

Conjuration cantrip


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

As a bonus action, you may target a medium or small creature and attempt to grasp it with shadows. The target must make a Dexterity saving throw against your spell save DC. If the target fails, their movement speed becomes 0. The creatures can remake this spell save at the end of their turn.

This spell becomes more powerful as you level. You may target two medium or small creatures, or one large creature at 5th level; three medium or small creatures, or two large creatures at 11th level; and 4 medium or small creatures, three large creatures, or a huge creature at 17th level.

If cast in dim light or darkness, the creatures affected will not be able to identify who is casting this spell.

Shadow Step

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

As a bonus action, you can step from one shadow to another. On your turn, you can teleport up to 60 feet to an unoccupied space you can see. However, this causes your next attack this turn to have disadvantage. You may cast this at higher levels, granting the following effects:

  • 2nd level - The range becomes 120 feet.
  • 3rd level - The range becomes 150 feet, as well as the previous effects.
  • 4th level - Your next successful attack this turn adds your Dexterity modifier if it is a spell attack, or your Wisdom modifier if it is a weapon-based attack, as well as the previous effects.
  • 5th level - You may teleport with another willing creature, as well as the previous effects.

If cast in dim light or darkness, Shadow Step grants a free disengage action for this turn.

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PART 2 | DARKIN SPELL LIST

Shadow Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 action

As an action, you summon the shadows to an enemy within range and make a ranged spell attack. On a hit, the target takes 1d8 force damage. Additionally, at 5th level this spells damage can be altered into bludgeoning, piercing, or slashing damage if desired.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

If cast in dim light or darkness, Shadow Strike adds the darkin's Wisdom modifier to the damage dealt.

Shadow Storm

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 action

On your turn, you may use an action to order the shadows to attack any creatures within a 5-foot radius cube. Any creature in this cube must make a Dexterity save. A creature takes 3d8 Force damage on a failed save or half as much on a success. You may cast this at higher levels, granting the following effects:

  • 2nd level - The damage is increased to 4d8.
  • 3rd level - The damage is increased to 5d8
  • 4th level - The damage is increased to 6d8
  • 5th level - The damage is increased to 7d8

If cast in dim light or darkness, Shadow Storm adds your Wisdom modifier to the damage dealt.

Shroud of Shadows

1st-level illusion


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Concentration, up to 1 hour

On your turn, you may use an action to weave a cloak of shadows which conceals your position to all but the active searcher. As long as you are in dim light or darkness, you are considered invisible. However, if you are in bright light, an active searcher may use its action to examine the blur of your shroud. If they are within 15 feet of you, they may make an Intelligence check against your spell save DC. Casting this spell puts you into a magical darkness that limits your vision to 5 feet surrounding you. You may cast this at higher levels, granting the following effects:

  • 2nd level - You may now include yourself and 1 medium sized creature in this spell, as long as they remain within 5 feet of you.
  • 3rd level - You may now include 2 medium sized creatures or 1 large sized creature, as well as the previous effects.
  • 4th level - Your vision increases to 15 feet surrounding you, as well as the previous effects.
  • 5th level - Your vision is no longer inhibited by Shroud of Shadows and you may include up to 3 medium size creatures, or 2 medium sized creatures and 1 large sized creature, as well as the previous effects.

If cast in dim light or darkness, Shroud of Shadows requires for the creature examining your shadow to roll at disadvantage.

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PART 2 | DARKIN SPELL LIST