The Envoy

A deadly bond that grants a dark scythe of malevolent energy and the abilities to match.


Version 1.2

By Eliecc

The Envoy

A group of orcs come across a merchant caravan and notice it only has one guard. Perfect. They shoot the guard from a distance with their bows, and he disappears . A moment later appearing behind them. Flashes of movement is all they can make out as some of their number are cleaved apart, It's as if the darkness itself is picking them off one by one. The last one standing sees the guard, a tall man appear in front of him, holding a scythe before he disappears into the shadows once more claiming his last victim.

A man outnumbered holding his scythe at the ready waiting for the coming mob. He centers himself and finds himself shrouded in darkness before leaping into the fray. Blows are traded back and forth, but they don’t phase him, he keeps wading through the battlefield before the shadows around him erupt, leaving death in it’s wake.

A halfling rogue sneaking through the back alleys, never noticing the person following him. In a flash of arcane energy and shadow, someone ... or something was on him. In an instant they both vanish,leaving no trace they were there. The halfling rogue was never seen or heard from again.

A Shadows Calling

Envoys are those who have touched the threads of life and death, those who have been empowered to be judge jury and executioner. They pay heed to the call of the Raven Queen, warping the very shadows themselves to form the embodiment of death itself: the scythe. Able to glimpse at a mortal's demise, these fierce harbingers of death enter and exit the Shadowfell at a whim, appearing before a unexpecting mortal like the sudden stop of a heartbeat, inviting their victim to allow their dark embrace.

Envoy’s were created by the Raven Queen as a force to help guard the borders linking the material plane to the Shadowfell. Their purpose; to keep the undead and other shadow creatures from escaping and terrorizing the material plane. In recent times their number have dwindled and have become exceedingly rare and not widely known, often being mistaken for dark sorcerers or fallen paladins.

Creating An Envoy

As you create your envoy character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the borders of the Shadowfell together until you mastered the envoy’s ways? Did you leave your apprenticeship, or was your mentor slain? Or perhaps you learned your skills as part of a band of envoys affiliated with a temple to the Raven Queen, trained in mystic paths as well as combat.

Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.

Quick Build

You can make an envoy quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on your two handed weapon the scythe or your finesse weapon the sickle. Your next-highest score should be Constitution, or Wisdom if you plan to adopt the Stalker archetype. Second, choose the acolyte or outlander background.

Envoy Weapons
Name Damage Weight Properties
Shadow Scythe 1d12 6 lbs Two-handed, Heavy
Light Shadow Sickle 1d6 2 lbs Light, Finesse
Shadow Sickle 1d8 3 lbs Finesse

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The Envoy: V1.2 | By Eliecc

The Envoy
Level Proficiency Bonus Features Shadow Points Shadow Die Battle Scars
1st +2 Envoy Weapon, Fighting Style
2nd +2 Shadow Points, Battle Scars 2 1d4 1
3rd +2 Grim Resistance, Envoy's Path 3 1d4 2
4th +2 Ability Score Improvement 4 1d4 2
5th +3 Extra Attack 5 1d4 2
6th +3 Growing Shadows 6 1d4 3
7th +3 Envoy's Path Feature 7 1d6 3
8th +3 Ability Score Improvement 8 1d6 3
9th +4 Grim Resistance (3), Threads of Fate 9 1d6 4
10th +4 Envoy's Path Feature 10 1d6 4
11th +4 Growing Shadows (4) 11 1d6 4
12th +4 Ability Score Improvement 12 1d8 5
13th +5 Dreadful Presence 13 1d8 5
14th +5 Grim Resistance (4), Impossible Odds 14 1d8 5
15th +5 Envoy's Path Feature 15 1d8 6
16th +5 Ability Score Improvement 16 1d8 6
17th +6 Growing Shadows (6) 17 1d10 6
18th +6 Improved Grim Resistance, Envoy's Path Feature 18 1d10 7
19th +6 Ability Score Improvement 19 1d10 7
20th +6 Shadow of Death 20 1d10 7

Class Features

As an envoy you gain the following class features.

Hit points:

Hit Die: 1d10
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per envoy level after 1st

Proficiencies:

Armor: Light armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills Choose two skills from: Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Perception, Persuasion, Religion and Stealth.

Equipment:

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

  • (a) Studded Leather or (b) longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) two handaxes or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Envoy Weapon

You learn a ritual that converts your current weapon into either a scythe or sickle made of shadow bonded to your character. You can have up to 2 weapons bonded to you in this way. You perform this ritual over 1 hour, which can be done during a short rest. If you convert a magic weapon into your Envoy Weapon, it will keep all the properties it had in it’s previous form. You cannot convert a legendary item into a Envoy Weapon.
Once the ritual is complete you are considered proficient with the weapon and you can’t be disarmed of that weapon unless you are incapacitated. If you are on the same plane you can summon it as a bonus action on your turn, causing it to teleport to your hand. You can only summon one weapon at a time.

Fighting Style

You adopt a particular 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.

Defense

While you are 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.

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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. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

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

Shadow Points

Beginning at 2nd level you can build up a pool of shadow points during combat, which you can spend to use Battle Scars. Shadow Points are gained the first time you successfully land an attack or spell on an opponent during your turn up to a maximum equal to your envoy level. these shadow points disappear 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.

Battle Scars

After many battles you have gained knowledge of special abilities. At 2nd level you gain 2 battle scars of your choice. Your Battle Scar options are detailed at the end of the description. When you gain certain envoy levels, you gain additional battle scars your choice, as shown in the battle Battle Scars column of the Envoy table. Some of the Battle scars refer to a Shadow Die, this die is equal to the die in the shadow die column in the Envoy table. Additionally when you gain a level in this class, you can choose one of the Battle Scars you know and replace it with another that you can learn.

Grim Resistance

At 3rd level you have learnt how to use the shadows as a shield, reducing the damage you take. As a bonus action while not wearing medium or heavy armor you gain resistance to Necrotic: Slashing, Piercing and Bludgeoning from non magical weapons for 1 minute.
You can use this feature twice between long rests. Starting at 9th level this increases to 3 uses. At 14th level you gain 4 uses and your resistance now also covers damage from magical weapons. At 18th level these effects become permanent.

Envoy's Path

Each envoy must pick a path that they strive to follow: Reaper, Warden or Stalker all detailed at the end of the description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Ability Score Improvement

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.


Growing Shadows

At 6th level when you roll for initiative and have no shadow points you gain 4 shadow points. The amount of shadow points gained in this way increase to 6 at 11th level and to 8 at 17th level.

Threads of Fate

At 9th level you can take 1 minute to concentrate on a creature or area you are able to see within 60 feet. Make a Wisdom ability check to interpret the Threads. Based on the result, the DM may reveal the amount of days until the creature, or when someone in the area will perish. This feature has no effect on undead or constructs. A creature can only be targeted by this feature once, future attempts will reveal no further details.

Dreadful Presence

Once you have reached 13th level you can exert your presence as an action. Each creature of the your choice within 30 feet must make a wisdom saving throw or become frightened for 1 minute. A Creature can repeat the saving throw at the end of its turns, ending the effect on itself with a success. If a creature’s saving throw is a success or the effect end for it, the creature is immune to the envoy’s Dreadful Presence for the next 24 hours.

<div style="text-align: center;" markdown="1".> Save DC = 8 + your proficiency bonus + your constitution modifier.
You can use this feature twice between long rests. ### Impossible Odds Starting at 14th level when you are below half of your maximum hit points and have no temporary hit points, you can use your bonus action to make one additional attack with advantage dealing 1 additional damage die. If this attack reduces the target to 0 hit points you may step through the shadows to a creature within 30 ft repeating the attack. You can then continue to move to a new creature and repeat the attack. Each creature can only be hit once by this ability. You can only use this feature once per short rest.
You cannot step through the shadows while wearing medium or heavy armor. ### Shadow of Death At 20th level you are able to tap into your shadow powers and as an action take the form of a living shadow for 1 hour granting you the following benefits; - You grow wings made out of shadow granting you a flying speed of 80 feet. - Immunity to necrotic damage. - Advantage on death saving throws. - All melee weapon attacks while in this form, deal an additional shadow die of necrotic damage. - All successful weapon or spell attacks generate shadow points. - Enemy creatures within 15 feet of you suffer disadvantage on saving throws against your battle scars and spells. Once you use this feature, you can’t use it again until you finish a long rest.
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Envoy's Path

Different envoys use different approaches to perfect the powers granted to them by the shadows. The envoy’s path you choose to follow reflects that approach.

Reaper

The path of the reaper focuses on the development of using the shadows for raw power. Those who focus on this path bolster themselves with shadow magic to unleash a devastating string of battle scars.

Shadow Harvest

At 3rd level when you take this path, you gain the ability to draw out the shadows from creatures you hit. The first time you successfully land an attack or spell on an opponent during your turn, you gain 2 shadow points instead of 1.

Riposting Shadows

Beginning at 7th level, when a creature within 5 feet of you make an attack at you or an ally, you can spend a shadow point to use your reaction and make a melee weapon attack against the attacking creature. You can spend a Shadow Point to increase the range to 60 feet, stepping through the shadows to appear behind the creature.
You cannot step through the shadows while wearing medium or heavy armor.

Fresh Scars

Your training as a reaper has acquired you some new scars. As a result at 10th level you gain 2 additional battle scars of your choice.

Improved Battle Scars

Your expertise at using your battle scars is starting to show. At 15th level You can now use the battle scars listed below as part of an opportunity attack if you have them. A battle scar used in this way has its costs reduced by half (rounded down), but cannot be unshackled.

  • Crippling Sweep
  • Death Blossom
  • Banishing Strike
  • Exhausting Strike
  • Malicious Strike

Executioner's Strike

Once you reach 18th level, you can strike at a creature as part of your next melee weapon attack. If you hit you leave a shadow tethered to it for a number of days equal to your envoy level. The shadow is harmless unless you use your action to active it. To do so, you and the target must be on the same plane of existence. When you use this action, the shadow grows inside the target and explodes, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points and you gain it's current hit points as temporary hit points. If it succeeds, it takes 10d10 necrotic damage. If the target is still reduced to 0 hit points by this damage you gain the damage dealt as temporary hit point. While under the effect of these temporary hit points you gain advantage on attack rolls, saving throws and ability checks.

<div style="text-align: center;" markdown="1".> Save DC = 8 + your proficiency bonus + your constitution modifier.
You can only use this feature once per long rest ### Warden Those who follow the path of the warden employ techniques to help themselves survive in combat and to protect others. #### Displacing Shadows At 3rd level when you take this path you can fold the shadows around you as a bonus action. Attacks against you have disadvantage. This effect ceases to function when you are hit. This feature can be used twice between long rests. #### Substitute At 7th level your natural instinct to help your allies takes over. When an ally within 60 feet is the target of an attack, You can use your reaction to step through the shadows to an unoccupied space next to them, granting you and your ally 5 temporary hit points each and taking the attack instead. After the attack you can choose to stay or return to your original location.
You cannot step through the shadows while wearing medium or heavy armor. #### Improved Displacing Shadows Starting at 10th level, every time a creature misses you while displacing shadows is active they take 1 shadow die of necrotic damage. You can now use displacing shadows 4 times between long rests. #### Shadow Refuge At 15th level you can spend an action to meditate and gain a shield made of shadow energy around you, granting you temporary hit points equal to your 10 + your envoy level + your constitution modifier for 1 minute. When these hit points are reduced to 0 the the shield breaks and sends out a wave of necrotic damage equal to your current Shadow Die x the number of rounds the shield was active to all foes within 30 feet. If the shield expires due to time it doesn't explode, instead healing the Warden for an amount equal to the remaining temporary hit points. You can use this feature twice between long rests. #### Shadow Ward At 18th level you have mastered how to use the shadows to help protect you and your allies. When you gain temporary hit points, allies within 10 feet also gain the temporary hit points. Allies with these temporary hit points gain advantage on saving throws against being frightened or charmed.

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Stalker

Those that walk the path of the stalker are devoted to the shadows, and to reward their devotion are granted access to a limited selection of spells.

Spell casting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting.

Cantrips. You learn two cantrips of your choice from the shade spell list. You learn an additional shade cantrip of your choice at 10th level.

Spell Slots. The Stalker Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.

Preparing Spells.You prepare a list of stalker spells that are available for you to cast, choosing from the stalker spell list. When you do so, choose a number of stalker spells equal to your Wisdom modifier + half your envoy level, rounded down (minimum of 1). The spells must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your shade spells, since your magic draws upon your devotion and attunement to the shadows. 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 shade spell you cast and when making an attack roll with one.

<div style="text-align: center;" markdown="1".> Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting. You can cast a stalker spell as a ritual if that spell has the ritual tag and you have the spell prepared.
#### Modified Battle Scars When you choose this archetype at 3rd level, you calculate the DC for your battle scars using your wisdom modifier. #### Unseen Shadow When you choose this archetype at 3rd level, you gain proficiency in stealth, and you leave no trackable path while moving in dim light or darkness. If you already have proficiency in stealth you double your proficiency bonus for it. #### Dark Escape At 7th level when you are hit by an attack you can use your reaction to step through the shadows to an unoccupied space within 60 feet, and take the hide action.
You cannot step through the shadows while wearing medium or heavy armor. #### Umbral Attunement By 10th level you have become accustomed to the shadows. While in an area of dim light or darkness you gain blindsight out to 20 feet and you gain an extra 10 feet of movement speed.
##### Stalker Spellcasting ###### <div style="text-align: right;" markdown="1".> ─ Spell Slots per Level ─
| Envoy Level | Cantrips Known | 1st|2nd|3rd|4th |:----:|:----|:----|:----|:----|:----| | 3rd | 2 | 2 | ─ | ─ | ─ | | 4th | 2 | 3 | ─ | ─ | ─ | | 5th | 2 | 3 | ─ | ─ | ─ | | 6th | 2 | 3 | ─ | ─ | ─ | | 7th | 2 | 4 | 2 | ─ | ─ | | 8th | 2 | 4 | 2 | ─ | ─ | | 9th | 2 | 4 | 2 | ─ | ─ | | 10th | 3 | 4 | 3 | ─ | ─ | | 11th | 3 | 4 | 3 | ─ | ─ | | 12th | 3 | 4 | 3 | ─ | ─ | | 13th | 3 | 4 | 3 | 2 | ─ | | 14th | 3 | 4 | 3 | 2 | ─ | | 15th | 3 | 4 | 3 | 2 | ─ | | 16th | 3 | 4 | 3 | 3 | ─ | | 17th | 3 | 4 | 3 | 3 | ─ | | 18th | 3 | 4 | 3 | 3 | ─ | | 19th | 3 | 4 | 3 | 3 | 1 | | 20th | 3 | 4 | 3 | 3 | 1 | #### Shadow Magic At 15th level when you take the attack action on your turn you can cast a spell of 2nd level or lower as one of the attacks. #### Living Shadow When you reach 18th level your body has started to become one with the shadows. While in an area or dim light or darkness you gain advantage on stealth checks to hide. Also no attack roll has advantage against you while you aren’t incapacitated.
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Stalker Spell List

Cantrips (0 level)

Chill Touch
Dancing Lights
Friends
Frostbite
Guidance
Light
Message
Minor Illusion
Ray of Frost
Spare the Dying
Sword Burst
Thaumaturgy
True Strike

1st Level

Alarm
Armor of Agathys
Arms of Hadar
Bane
Command
Comprehend Languages
Detect Evil and Good
Detect Magic
Disguise Self
Dissonant Whispers
False Life
Hunter's Mark
Ice Knife
Illusory Script
Inflict Wounds
Shield
Silent Image
Sleep

2nd Level

Blur
Cloud of Daggers
Crown of Madness
Darkness
Gentle Repose
Hold Person
Invisibility
Lesser Restoration
Magic Mouth
Mirror Image
Misty Step
Pass Without Trace
Phantasmal Force
See Invisibility
Silence
Suggestion


3rd Level

Bestow Curse
Blink
Dispel Magic
Fear
Feign Death
Hunger of Hadar
Leomund's Tiny Hut
Major Image
Phantom Steed
Remove Curse
Revivify
Sleet Storm
Slow
Speak with Dead
Vampiric Touch

4th Level

Banishment
Blight
Confusion
Death Ward
Dimension Door
Evard’s Black Tentacles
Freedom of Movement
Greater Invisibility
Ice Storm
Leoomund's Secret Chest
Locate Creature
Otiluke's Resilient Sphere
Phantasmal Killer
Polymorph

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Battle Scars

If a battle scar has prerequisites, you must meet them to learn it. You can learn a battle scar at the same time you meet the prerequisites. A level prerequisite refers to your level in this class (Envoy).
Battle Scars can be unshackled at the price of additional shadow points.
Some of the Battle Scars require a saving throw, the DC for this saving throw is equal to;

<div style="text-align: center;" markdown="1".> Save DC = 8 + your proficiency bonus + your constitution modifier.

Cost: 1 Shadow Point

Umbra Blade

As a bonus action, you may spend a shadow point to imbue a single Envoy Weapon with shadow magic for 1 minute. While active your attacks with this weapon deal a shadow die of necrotic damage.

Unshackle: By spending an additional shadow point, you gain half the necrotic damage dealt (rounded down) back as health.
You can only gain health this way once per round. This feature cannot take you beyond your maximum hit points.

Rending Shadows

As a bonus action, you may spend a shadow point to empower your attack with rending shadows. The next time you hit a creature with a melee weapon attack, it does half damage and removes resistance to Necrotic damage for the remainder of the encounter.

Unshackle: By spending an additional shadow point this attack will reduce immunity to resistance, and resistance to vulnerability.

Grasping Darkness

As an action, you may spend a shadow point to send out a wave of darkness to strike at one creature within 20 feet. The target must succeed on a strength saving throw or be pulled 15 feet towards you.

Unshackle: By spending an additional shadow point you can strike up to 2 additional creatures within 10 feet of the original target.

Shadow Walk

As a bonus action you can spend a shadow point to gain an additional 10 feet movement for 1 minute.

Unshackle: By spending additional shadow points you can increase the movement by 5 feet per shadow point.

Reckless Haste

At the start of your turn you can spend a shadow point to gain an additional melee weapon attack this turn. If this attack misses, you suffer 2 shadow die of necrotic damage. Your resistance does not reduce this damage.

Unshackle: By spending an additional shadow point you make the attack with advantage. If the attack still misses you take an additional 2 shadow die.

Falling Spider

As a bonus action on your turn you can spend a shadow point to inflict shadow poison on a hostile creature who is knocked prone within 5 feet. The target must make a constitution saving throw. The target takes 1 shadow die of poison damage and becomes poisoned until the start of your next turn on a failed save, or half as much damage on a success.

Unshackle: By spending an additional shadow point the damage becomes 2 shadow die of poison damage, and the target is poisoned for 1 minute on a failed save.

Cost: 2 Shadow Points

Death's Charge

Prerequisite: 6th level
As an action you can spend 2 shadow points to surround yourself in shadow and dash forward 30 feet long 10 feet wide in a straight line dealing 2 shadow die of necrotic damage to each creature in your path ending your movement at the end of the line. This movement does not provoke attacks of opportunity.

Unshackle: By spending an additional shadow point you deal 1 additional shadow die (3) and creatures hit by you must make a Strength saving throw or be knocked prone.

Crippling Sweep

Prerequisite: 6th level
As a bonus action, you may spend 2 shadow points to empower your attack. The next time you hit a creature with a melee weapon attack, it suffers the attack’s normal effects. The creature and any hostile creature within 5 feet of the target must make Constitution saving throw or have their movement reduced by half for 1 minute or until healed.

Unshackle: By spending an additional shadow point you increase the range to 15 feet.

Death Blossom

Prerequisite: 6th lyou may spend evel
As a bonus action, you may spend 2 shadow points to empower your attack. The next time you hit a creature with a melee weapon attack, it suffers the attack’s normal effects and an additional 2 shadow die of necrotic damage, and up to 3 hostile creatures within 5 feet of it dealing a shadow die of necrotic damage.

Unshackle: By spending an additional shadow point all targets suffer an additional shadow die (3/2).

Banishing Strike

Prerequisite: 6th level
As a bonus action, you may spend 2 shadow points to empower your attack. The next time you hit a creature with a melee weapon attack, it suffers the attack’s normal effects and must make a constitution saving throw. On a fail their mind is banished, leaving the body paralyzed for 1 minute. The creature may make an additional saving throw at the end of each of its turns and every time it takes damage.

Unshackle: By spending an additional shadow point the target makes the initial saving throw for this with disadvantage.

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Infusing Terror

Prerequisite: 6th level
As a bonus action you can spend 2 shadow points to shroud yourself with a dark armor. This armor grants you temporary hit points equal to 5 + your constitution modifier and makes you immune to the frightened condition for 1 minute. As a bonus action on a subsequent turn you may shatter the armor, all hostile creatures within 30 feet must make a constitution saving throw or be frightened.

Unshackle: By spending an additional shadow point the temporary hit points gained increases by 5.

Cost: 3 Shadow Points

Shadow Vortex

Prerequisite: 9th level
As an action you can spend 3 shadow points to create a 15 foot radius of shadow on the ground centered on yourself for 1 minute. All hostile creatures in the area must make a strength saving throw or be restrained in place until Nightfall ends. A creature restrained in this way can use its action to make a strength saving throw to break free. Any hostile creature that ends its turn in the darkness takes 4 shadow die of necrotic damage and must make another strength saving throw or be restrained again. If a creature is restrained it is pulled 5 feet closer to the middle to an unoccupied space. This darkness counts as difficult terrain.

Unshackle: By spending an additional shadow point the darkness will move with you.

Expose Defenses

Prerequisite: 9th level
As a bonus action you can spend 3 shadow points to study a target and learn its weak points. Until the start of your next turn, all attack rolls you make against this target are made with advantage.

Unshackle: By spending an additional shadow point you can extend the duration by 1 turn.

Mark of Death

Prerequisite: 9th level Reaper
As a bonus action you can spend 3 shadow points to mark a target for 1 minute. The target must make a constitution saving throw or become marked. While marked any attack made against this target (including attacks from allies) deal an additional shadow die of necrotic damage. You can end the mark as a free action on your turn. You can only have 1 mark active at a time.

Unshackle: By spending an additional shadow point the target takes an additional shadow die.

Mark of Ire

Prerequisite: 9th level Warden
As a bonus action you can spend 3 shadow points to mark a target for 1 minute. The target must make a constitution saving throw or become marked. While marked the targeted is forced to attack you. The target takes 2 shadow die of necrotic damage every time they successfully hit you with an attack or spell. You can end the mark as a free action on your turn. You can only have 1 mark active at a time.

Unshackle: By spending an additional shadow point the target suffers disadvantage on the saving throw, and gains advantage to hit you with attacks or spells.

Mark of Shadow

Prerequisite: 9th level Stalker
As a bonus action you can spend 3 shadow points to mark a target for 1 minute. The target must make a wisdom saving throw or becomes marked. While marked the creature cannot perceive you in any form. If you damage the marked creature it can repeat the saving throw and end the effect on a success. You can end the mark as a free action on your turn. You can only have 1 mark active at a time.

Unshackle: By spending an additional shadow point you can mark an additional target.

Heart of Shadow

Prerequisite: 9th level
As an action you can spend 3 shadow points to aid a nearby ally. When you take this action on your turn you step through the shadows to an ally within 30 feet, healing them and yourself for an amount equal to 2 shadow die + your wisdom modifier.

Unshackle: By spending an additional shadow point you and your ally gain temporary hit points equal to the amount healed.

Cost: 4 Shadow Points

Exhausting Strike

Prerequisite: 12th level Reaper
Your heavy blows have started to show their strain on your targets. As part of your next melee weapon attack you can spend 4 shadow points, on a hit the target suffers the attacks normal effects and must make a constitution saving throw or gain 1 level of exhaustion.

Unshackle: By spending an additional shadow point you inflict 2 levels of exhaustion.

Temple Strike

Prerequisite: 12th level
You have become weary of spellcasters and learned how to combat them. When a creature casts a spell within 5 feet of you, you can use your reaction to spend 4 shadow points to make a quick distracting strike to the temple with the other end of your scythe or sickle. This attack does 1d4 + STR or DEX (your choice) bludgeoning damage and interrupts the casting of the spell.

Unshackle: By spending an additional shadow point you can increase the damage die to 1d6 and if that creature was concentrating on a spell it has disadvantage on the saving throw it makes to maintain its concentration.

Shadow Form

Prerequisite: 12th level Warden
As an action you can spend 4 shadow points to blend your form with the shadows for 1 minute. When you do this you gain the benefits of quarter cover and advantage on saving throws versus spells targeted at you.

Unshackle: By spending an additional shadow point, you gain the benefits of half cover and gain advantage on any spell that requires you to make a saving throw.

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Expunge Enchantments

Prerequisite: 12th level
As an action on your turn, you can spend 4 shadow points to strip the target of magical effects: Any spell of 2nd level or lower on the target ends.

Unshackle: By spending an additional shadow point you can make a wisdom ability check to remove one spell of 3rd level or higher. The DC for this check is equal to 10 + the spell level.

Abducting Shadows

Prerequisite: 12th level Stalker
As an action you can spend 4 shadow points to step through the shadows to a creature within 30 feet and make one melee weapon or spell attack. On a hit the the target suffers the attacks normal effects and you can move the target 10 feet to an unoccupied space and is knocked prone.

Unshackle: By spending an additional shadow point you can move the target up to 60 feet.

Cost: 5 Shadow Points

Malicious Strike

Prerequisite: 15th level Reaper
As part of your next melee weapon attack you can spend 5 shadow points to inflict extra damage on weakened targets. If the target suffers from any of the following conditions: blinded, charmed, frightened, paralyzed, or poisoned you deal an extra 5 shadow die of necrotic damage.

Unshackle: By spending an additional shadow point the target must make a constitution saving throw or be stunned until the start of your next turn.

Critical Eye

Prerequisite: 15th level
At the start of your turn you can spend 5 shadow points to increase your chance to deal a critical strike for 1 minute. Your weapon and spell attacks score a critical hit on a roll of 19 or 20.

Unshackle: By spending an additional shadow point weapons score a critical hit on a roll of 18 or 20.

Critical Defense

Prerequisite: 15th level
After scoring a critical hit you can spend 5 shadow points to improve your defenses. Hostile creatures suffer disadvantage to hit you until the end of your next turn.

Unshackle: By spending an additional shadow point you can extend the duration by 1 turn.


Critical agility

Prerequisite: 15th level
After scoring a critical hit you can spend 5 shadow points to increase your agility. Your movement speed increases by 10 feet and you have advantage on attacks until the end of your next turn.

Unshackle: By spending an additional shadow point you can extend the duration by 1 turn.

Augury of Death

Prerequisite: 15th level Warden
If you would drop to 0 hit points from an attack or spell, you can instead choose to spend 5 shadow points to remain at 1 hit point.
You can only benefit from this Battle Scar once per encounter.

Unshackle: By spending an additional shadow point you can step through the shadows to an unoccupied space within 60 feet and gain 10 temporary hit points.

Shadow Prison

Prerequisite: 15th level Stalker
As an action you can spend 4 shadow points to step through the shadows to a creature within 60 feet and make a melee weapon attack. On a hit the target creature is instantly transported to the shadowfell. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. When the target returns it must make a constitution saving throw from its horrible experience, on a fail the target takes 10 shadow die of necrotic damage and only half damage on a success. Undead are immune to this damage.

Unshackle: By spending an additional shadow point the target makes no saving throw when it returns, instead taking the full damage.

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The Envoy: V1.2 | By Eliecc