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Kemet Ka, The Blackland Soul


Hit Points

Hit Dice: d10 per Kemet Ka, The Blackland Soul level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Kemet Ka level after 1

Proficiences

Armor: Light armor
Weapons: Simple weapons, Hand Crossbows, Scimitars, Short Swords, War Picks, and Whips
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Athletics, Insight, Investigation, Perception, Sleight of Hand, Stealth, and Survival

Overview & Creation

Flying across the moonlit sky, a mighty winged form with a scorpion's tail eclipses the moonlight. The black smoking creature lands with a terrifying roar. It's rider dismounts, the female elf playfully run's her hand through the lion's shadowy mane, and in an instant the creature dissolves into a smoking cloth like substance that she dawns as a cloak.   A hooded figure walks through the cloistered halls of the sacred church, a smile on his lips, and song on his breath. As he turns a corner one of the clergy looks at him, and see's the illusion for what it is, and begins to cast a spell. As the priest begins to cant and weave their magic, they feel an awful stabbing pain in the back of their neck. As they turn to face their aggressor they see nothing, their heart racing they turning back to the hooded figure and realize, they are alone. The smiling figure gone, his song quieted.   A hooded gnome running across a meadow in the deep of night, her cloak smoking off of her shoulders and wafting into nothingness. She takes notice of the guard on patrol outside the outpost. Waiting patiently she observes her target, when the moment is right she takes her weapon and stabs her shadow pushing her dagger into the Shadowfell. Across the distance the guard buckles and falls to a heap on the ground, and the gnome fades into the shadows.   Standing vigil against the pallid night. A pair of elves clad in suit of armor of pure darkness stand guard against the city gates. A Gith slaver ship hovering over them, the captain delivering a threatening message to the small outpost. Before she can conclude her statement, one of the guards brandishes a war pick, and slices through the shadows. The hooked blade capturing the Gith captain in her back and pulls her into the darkness. Disappearing from the deck, only to reappear near the pair of guards and quickly dispatched.   Kemet Ka, or the Blackland Soul, are a unique order of highly trained and disciplined warriors who serve Khastuul, the eternal city of shadows, and have a unique connection to the Shadowfell, and its energies which they channel through themselves. Whether that energy is used to make devastating attacks, or create shadow constructs this energy infuses all that those that study the way of the Kemet Ka do.


Class Features

Shade Weapon Training

The Kemet Ka is specially trained in certain weapons and forms. They treat War Picks as having the Finesse and Versatile (d10) property, and Whips as having the Light property.  

Shade Strike

When you take the Attack Action, once per turn you can use one of your attacks to make a Shade Strike. When you perform a Shade Strike you send your weapon through the Shadowfell to strike at your opponent in an attempt to bypass their armor. Make a Sleight of hand Check to transfer your weapon through the darkness of the Shadowfell and strike out at any creature within 50 feet. If your Sleight of Hand check exceeds the target's opposed Wisdom (Perception) check the attack hits and you deal an extra 1d8 damage.   Shade Strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The amount of the extra damage increases as you gain levels in this class, as shown in the Shade Strike column of the Kemet Ka table. Additionally the range of your Shade Strike increases as you become more attuned to the Shadowfell, increasing to 75 feet at 5th, 100 feet at 10th, 150 feet at 15th, and 200 feet at 20th level.  

Theives Cant

Part of your training involves dealing with criminals and other unsavory beings. During this time you gain an understanding of thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. lt takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

Shadowfell Devotee

Starting at 2nd level, your training allows you to manipulate shadows, and draw power from the Shadowfell. Your ability to do this is represented by a number of Shadow points. Your Kemet Ka level determines the number of points you have, as shown in the Share Points column of the Kemet Ka table.   You can spend shadow points to fuel various shade features. You start knowing three such features: Deep Vision, Disorienting Strike, Shade Shield, and learn more shade features as you gain levels in this class.   When you spend a shadow point, it is unavailable until you finish a short or long rest, at the end of which you re-attune to the tides of the Shadowfell. You must spend at least 30 minutes of the rest focusing on the depths of your own shadow to regain your shadow points.   Some of your shade features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Shade save DC = 8 + your proficiency bonus + your Wisdom modifier
Additionally you gain the minor illusion cantrip if you don't already know it.  

Deep Vision

You can spend 1 shadow point as a bonus action to cast Darkvision, and gain immunity to the Darkness spell. If you already have Darkvision, the range increases by 60 feet.  

Disorienting Strike

When you hit another creature with an attack, you can spend 1 shadow point to attempt a disorienting strike. The target must succeed on a Constitution saving throw or make their next attack, saving throw, or skill check at disadvantage.  

Shade Shield

When you are hit by an attack, as a reaction you can spend 1 shadow point to grant yourself half-cover until the start of your next turn. If you already have half cover, you gain three-quarters cover, if you have three-quarters cover you gain total cover.  

Cloaked in Shadows

At 2nd level as an action you can tap into your connection to the Shadowfell, and create a small aura of billowing shadows that muffles both light and sound. This aura grants you expertise in Dexterity skill checks that you are proficient in, and allies adjacent to you gain proficiency in Dexterity (Stealth) checks.  

Shadow Training

At 3rd level, you choose a school of training to hone your abilities, and serve the Citadel of Shadows, and the Black Spire. There are four disciplines, the Scorpicore Raiders, the Shadebenders the Shade Runners, and the Shadow Guard. Your school of shadow training grants you features at 3rd level and again at 7th, 11th, and 15th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th leveI. 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 its maximum using this feature.  

Shadowed Sight

Beginning at 4th level you can transfer your senses to any shadow within 100 feet of you. During this time you are deaf and blind with regard to your own senses. At 10th level the range increases to 200 feet, and 1 mile at 16th level.  

Shadow Maw

At 5th level you gain a bonus on Shade Strike damage equal to your proficiency bonus. At 17th level you treat any roll of 1 or 2 on your Shade Strike damage dice as a 3.  

Ambient Darkness

At 6th level you can use your travel up to your speed between shadows as a move action. Additionally as a bonus action you can target any shadow within 100 feet and cause it to move 60 feet in any direction. If you move the shadow into a creature's space you can spend 1 shadow point to force the creature to make a Dexterity saving throw. If they fail, they are blind until the start of their next turn. At 12th level this range increases up to 200 feet.  

Deep Shadow

At 8th level your Cloaked in Shadows aura grows stronger, the shadows you emit almost tangible. You and friendly creatures adjacent to you gain half-cover. Additionally you can spend 2 shadow points to make Stealth checks even while being observed.  

Extra Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Meld To Shadow

At 10th level you can spend 2 shadow points and condense yourself into a single shadow along a floor or wall. While in this form you do not need to eat, drink, or breathe. You have resistance to bludgeoning, piercing and slashing damage, vulnerability to radiant damage, and advantage on Dexterity saving throws.   While you are melded into shadow your speed is 60 feet, and the only action you can take is to leave the shadow form or perform a Shade Strike. You must concentrate to remain within the shadow and can maintain this form for up to 1 hour. Once you have used this ability you cannot use it again until you complete a short or long rest.  

Shadow Jaunt

Beginning at 10th level when you successfully perform a Shade Strike, you can pull yourself through shadows and appear adjacent to your target.  

Animate Shadow

At 13th level, as an action you can target a shadow within 60 feet and animate it, and create a Shadow. If you spend 3 shadow points you create a Wraith instead. The creature is loyal to you, you have a telepathic bond with it as long as both of you are on the same plane, and the creature acts on its own initiative in combat. You cannot have more than 1 Animated Shadow at a time.  

Cull the Blind

At 14th level as an action you can spend 4 shadow points and perform a Shade Strike against a number of creatures equal to your Dexterity modifier, minimum 1.  

Fell Stroke

At 17th level when you make a Shade Strike as part of the attack action, you can spend 4 shadow points. If you do, on a successful strike, you add additional damage dice equal to your Dexterity modifier (minimum 1), and the target gains disadvantage on saving throws or ability checks against the special strikes of your shadow training.  

Mirage

At 20th level, you are adept at weaving shadows across the planes and through your body, when you would be struck by an attack or fail a saving throw, the attack misses, or the saving throw succeeds. You become invisible until the end of your next turn, and leave behind a shadow copy of yourself which acts as the silent image spell. Once you have used this ability you cannot use it again until you complete a long rest.


Starting Equipment

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

  • (a) a war pick or (b) a whip
  • (a) a hand crossbow and a quiver of 20 bolts or (b) 5 darts
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Studded leather and a sickle


Subclass Options

Shadow Training

Only four Kemet Ka disciplines have survived the untold millennia that Khastuul, the eternal city of shadows has existed. The last of the schools to teach these secrets, the Citadel of Shadow. All four of disciplines rely on the same basic techniques, diverging as the student grows more adept. Thus, at 3rd level the Kemet Ka must choose a discipline.

Scorpicore Raider


Scorpicore Raiders are the aerial forces primarily responsible for patrolling and protecting those on the Marble Road from the Tenebrous Valley to the gates of Khastuul. They are trained to work as a team with a shadowy scorpicore - a manticore with a scorpion's tail - that they create from the darkness around them. They are relentless hunters capable of attacking a creature from any angle, behind any corner, or even through solid surfaces.  

Marked Prey

When you chose this training at 3rd level, as a bonus action you can mark a single target you can see. While the target is marked you are considered adjacent to them for the purposes of flanking, your attacks against them ignore half cover, and melee attacks you make against your marked prey can be made at your shade strike range.   At 11th level your attacks against your marked prey ignore three-quarters cover, and at 15th level your attacks ignore total cover.  

Scorpicore Mount

At 7th level, as an action you can transform your Cloaked in Shadows aura into the shadowy form of a Scorpicore, a vicious manticore with a scorpion tail. The Scorpicore serves as your mount in and out of combat, acts on your turn, and can make 1 claw attack with its action. The Scorpicore grants you 2 shade features: Frightful Roar and Tail Whip.   Frightful Roar. On your turn as a bonus action you can spend 3 shadow points to command your mount to use its action to cast Fear.   Tail Whip. Melee Weapon Attack: By spending 1 shadow point your mount can make a stabbing attack with the stinger on it's tail. Reach 15ft., one creature. Hit: 1d10+3 damage, and the target must succeed Constitution saving throw or take 2d6 necrotic damage, or half on a successful saving throw. You can spend up to 4 additional shadow points to increase the poison damage by 2d6 for each shadow point spent above 1.   You can use an action to revert the Scorpicore to your Cloaked in Shadows aura. If the Scorpicore is reduced to 0 hit points it cannot be recreated until after you have completed a short or long rest. While using your Scorpicore Mount you do not gain the bonuses granted by Cloaked in Shadows or Deeper Darkness.  

Restraining Strike

At 11th level, if you hit a creature with a shade strike while using a whip, you can force the target to make a Acrobatics or Athletics check, on a failed check the target is grappled. The target can make an Acrobatics or Athletics check as an action on each of its turns to free itself. You can maintain the grapple as long as you do not attack with the whip.  

Scorpion Dance

Upon reaching 15th level you and your companion mount become a fearsome fighting team. During your turn if you and your mount are within 60 feet of each other you can use your move action to change places, and as a bonus action you can spend 3 shadow points to command your mount to make a shade strike. This does not count against the number of shade strikes that you can make in a round.  

Shadebender


Shadebenders excel at altering the areas around them to a setting that they desire. They are masters of fear, intrigue, and manipulation. They are primarily responsible for infiltrating organizations or places of interest and gaining secrets for the Citadel of Shadows and the Black Spire.  

Shadows of Intrigue

At 3rd level as a bonus action you can alter your Cloaked in Shadows aura to grant you proficiency in Deception and Persuasion skill checks, or expertise in those skills if you are already proficient. You can spend 1 shadow point to gain advantage on a Deception or Persuasion check, and can cast Disguise Self and Silent Image at will. While using Shadows of Intrigue you do not gain the bonuses granted by Cloaked in Shadows or Deeper Darkness.   Additionally you can spend 2 shadow points to cast the Blur, Invisibility, and Mirror Image spells.  

Mind Strikes

At 7th level when you hit a creature with Shade Strike you can spend shadow points to use a special maneuvers.   Vanishing Strike. You can spend 2 shadow points to gain the benefits of invisibility against that creature until the start of your next turn.   Phantasmal Strike. You can spend 2 shadow points to cast Phantasmal Force on the target.   Terror Strike. You can spend 2 shadow points to force the target to make a Wisdom saving throw or be Frightened. A creature that fails its saving throw can attempt a new save at the beginning of each of it's turns.  

Silhouette

At 11th level you are able to allow your aura to consume your physical form as a bonus action. By spending 4 shadow points you gain a fly speed of 60 feet, incorporeal movement, vulnerability to radiant damage, and resistance to acid, cold, fire, lightning, thunder and bludgeoning, piercing, and slashing damage from nonmagical weapons. This form requires concentration and can last up to 10 minutes.   Additionally you can spend 5 shadow points to cast Programmed Illusion, or spend 6 shadow points to cast Mirage Arcane or Project Image.  

Living Nightmare

At 15th level you are able to twist and warp the minds of those around you, creating a realm of their worst fears. As an action you can spend 8 shadow points to cast Weird. Once you use this ability you cannot use it again until you complete a long rest.   Additionally you can spend 6 shadow points to cast Simulacrum.  

 

Shade Runner


The Shade Runners are the scouts and messengers of the Black Spire, and those most often called on to track down persons of interest, or deliver missives from across the expanse of the Shadowfell to the Twilight Horizon. Their order relies on speed both in movement and attacks.  

Sprint Training

Beginning at 3nd level when you become a Shade Runner, your rigorous endurance and training allow you react and move quickly. You add your proficiency bonus to Initiative checks, and can make a Dash or Disengage action as a bonus action on your turn.   Additionally you can spend 1 Shadow Point, if you do, you increase your speed by 20 until the start of your next turn.  

Hastening Twilight

At 7th level as an action you are able to alter your Cloaked in Shadows aura and create an enveloping shimmering film that coats your feet, hands, and held weapons. Your speed increases by 10 feet, and you learn two shade features.   Flinching Strike. When you hit a creature with a shade strike you can spend 1 shadow points to either make another attack against the same target, or take the hide action.   Phantom Steed. You can spend 1 shadow points to create a Phantom Steed that only you can ride. You can extend the duration of the spell by 1 hour for each additional shadow point spent.   While using Hastening Twilight you do not gain the bonuses granted by Cloaked in Shadows or Deeper Darkness.  

Biting Strike

At 11th level your agility and speed allow you to move and attack with greater prowess. When you make a shade strike you can spend 2 shadow points to force the target to make a Dexterity saving throw, on a failed save you knock the target off balance. Until the start of that creature's next turn, they have disadvantage on Dexterity saving throws, and attacks against them are made at advantage.  

Debilitating Strike

At 15th level your training in quick precise strikes allows you to make a single devastating blow to an enemy. When you hit a creature with a shade strike, you can spend 3 shadow points to inject your target with the energy of the Shadowfell. The creature must make a Constitution saving throw. If it fails the creature falls unconscious and becomes trapped by the shadows of it's worst fears. Creatures that are immune psychic damage are immune to this effect. Creatures affected by a Debilitating strike can only be awakened when it takes damage, or is subjected to a Dream spell to undo the effect. If it succeeds the saving throw it is Incapacitated for 1 round.  

Shadow Guard


The Shadow Guard are the elite soldiers garrisoned within the walls of Khastuul, and it's varying outposts. Their primary concern is defense of the city and it's citizens, and their combat style reflects that, using their abilities to disarm and separate their enemies, denying them advantages at every turn.  

Bonus Proficiency

When you join the Shadow Guard you gain proficiency in shields.  

Hardened Darkness

Beginning at 3rd level you can transform your Cloaked in Shadow aura to and shape it into a hardened mass that resembles chain mail, the hardened shadow armor grants you AC 16 + your Dexterity modifier (max 2).   While using Hardened Darkness you do not gain the bonuses granted by Cloaked in Shadows or Deeper Darkness.  

Guard Strikes

At 7th level your training in defense and group attack has granted you a number of maneuvers.   Disarming Strike. When you hit a creature with a shade strike you can spend 1 shadow point to force the creature to make a Strength saving throw. On a failed save, one item of your choice that the creature is holding drops to the creature's feet.   Drawing Strike. When you perform a shade strike, you can spend 1 shadow point to force a large or smaller target to make a Strength saving throw, on a failed save the target is pulled through the Shadowfell adjacent to you, this movement does not provoke attacks of opportunity.   Intervening Strike. As a reaction when an ally would be hit by an attack within 30 feet of you, you can spend 2 shadow points to force the target to make a Dexterity or Strength saving throw, on a failed save you pull the attack through the Shadowfell to you.   Tripping Strike. When you hit a creature with a shade strike you can spend 1 shadow point to force the creature to make a Strength saving throw. On a failed save, if the target is large or smaller it falls prone.  

Umbral Bastion

At 11th level your shadow armor takes on the shape of a suit of black reflection-less plate armor. Your armor now grants you AC 18 + your Dexterity modifier (maximum 2) and resistance to bludgeoning, piercing and slashing weapons. Additionally when you would be critically hit you can spend 2 shadow points to make it a normal hit.  

The Shadow Guard

At 15th level as an action you can spend 8 shadow points to force all enemies within 30 feet of you to make a Constitution saving throw. On a failed save the creature's shadow animates and takes your form.   The shadow guards have 1 hit point and AC per level in this class, they are immune to psychic, poison and nonmagical weapon damage, and are resistant to acid, cold, fire, lighting, thunder; and bludgeoning, piercing and slashing damage from magical weapons.   The shadow guards remain adjacent to the creature, moving with them. They impose disadvantage on Dexterity saving throws, and provide advantage on attacks made against the creature. At the start of each of the creatures turns the soldier deals 1d6 psychic and 1d6 necrotic damage to the creature. When the shadow guard is slain the effects end. Once you use this ability you cannot use it again until you complete a long rest.  


Level
Proficiency BonusShade StrikeShadow PointsFeatures
1
2
1d8
-
Shade Weapon Training, Shade Strike (50ft.), Thieves Cant
2
2
1d8
2
Shadowfell Devotee, Cloaked in Shadows
3
2
1d8
3
Shadow Training
4
2
2d8
4
Ability Score Improvement, Shadowed Sight
5
3
2d8
5
Shadow Maw, Shade Strike (75ft.)
6
3
2d8
6
Ambient Darkness
7
3
3d8
7
Shadow Training Feature
8
3
3d8
8
Ability Score Improvement, Deep Shadow
9
4
3d8
9
Extra Attack
10
4
4d8
10
Meld To Shadow, Shadow Jaunt, Shade Strike (100ft.)
11
4
4d8
11
Shadow Training Feature
12
4
4d8
12
Ability Score Improvement
13
5
5d8
13
Animate Shadow
14
5
5d8
14
Cull the Blind
15
5
5d8
15
Shadow Training Feature, Shade Strike (150ft.)
16
5
6d8
16
Ability Score Improvement
17
6
6d8
17
Fell Stroke
18
6
6d8
18
19
6
7d8
19
Ability Score Improvement
20
6
7d8
20
Mirage, Shade Strike (200ft.)

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kemet ka.

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