Gloamstriders are skirmishing combatants who shape darkness into sudden attacks, evasive paths, and obedient shadow creatures. They dart between cover and enemies, strike where defenses are weakest, and use their summons to harry, distract, or protect. Their magic is not spellcasting: it is a practiced bond with the living dark.
You gain proficiency with martial weapons, light armor, and thieves’ tools. You gain Shadow Charges equal to your proficiency bonus, regain all expended charges when you finish a Long Rest, and regain 1 charge when you roll Initiative with none remaining (once per Long Rest). Once on each of your turns when you hit with a weapon attack, you can spend 1 charge to deal an extra 1d6 Necrotic damage and teleport up to 10 feet to an unoccupied space you can see in dim light or darkness.
2Level 2
Bound Shade
As a Bonus Action, spend 1 Shadow Charge to summon a shade in an unoccupied space within 30 feet. It lasts for 1 hour, until it is reduced to 0 Hit Points, or until you summon another. The shade acts immediately after your turn, obeys your commands without requiring an action, and uses your proficiency bonus (PB): AC 13 + PB, Hit Points 5 + five times your Gloamstrider level, Speed 30 feet, and a melee attack using your spell attack modifier (1d8 + PB Necrotic damage). It vanishes if it ends its turn more than 60 feet from you.
3Level 3
Gloamstrider Archetype
Choose a subclass. Your choice grants features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6Level 6
Deeper Gloamstrike
When you use Gloamstrike, its extra damage becomes 2d6. Your teleport distance from Gloamstrike increases to 15 feet.
7Level 7
Shadow Slip
When you take the Hide action while in dim light or darkness, you can move up to half your Speed immediately before or after that action without revealing yourself, provided you end in dim light, darkness, or cover.
8Level 8
Ability Score Improvement
9Level 9
Shade's Hand
Your Bound Shade’s attack deals 2d8 + PB Necrotic damage. When you take the Attack action, you can forgo one attack to let your shade make one attack.
10Level 10
Blackout Feint
When you hit a creature with a weapon attack while you are hidden from it or in dim light or darkness, you can impose disadvantage on its next attack roll before the start of your next turn.
11Level 11
Vanishing Assault
Your Gloamstrike damage becomes 3d6. Once on each of your turns, when you teleport using Gloamstrike, you can become Invisible until the start of your next turn or until you make an attack, deal damage, or force a saving throw.
12Level 12
Ability Score Improvement
13Level 13
Unbound Motion
Your Bound Shade gains a Fly Speed equal to its Speed and can move through creatures and objects as difficult terrain. It takes 1d10 Force damage if it ends its turn inside an object.
14Level 14
Archetype Feature
You gain your subclass feature.
15Level 15
Hunting Darkness
Your Gloamstrike damage becomes 4d6. When you roll Initiative and have no Shadow Charges, you now regain 2 charges instead of 1.
16Level 16
Ability Score Improvement
17Level 17
Gloaming Passage
When you use Gloamstrike, you can teleport up to 30 feet instead of 15 feet. You can bring one willing creature within 5 feet of your starting space to an unoccupied space within 5 feet of your destination.
18Level 18
Greater Shade
Your Bound Shade’s attack deals 3d8 + PB Necrotic damage. When you spend a Shadow Charge to summon it, you can summon it without using a Bonus Action.
19Level 19
Epic Boon
You gain an Ability Score Improvement feat or another feat for which you qualify, and you gain an Epic Boon feat or another feat for which you qualify.
20Level 20
Master of the Gloam
Once on each of your turns when you hit with a weapon attack, you can use Gloamstrike without expending a Shadow Charge. In addition, when you roll Initiative, you regain all expended Shadow Charges.
Core traits
Hit die
d10
Primary
DexterityConstitution
Saves
DexterityWisdom
Hit points per Gloamstrider level; Hit Points at 1st Level: 10 + your Constitution modifier; Hit Points at Higher Levels: (or 6) + your Constitution modifier per Gloamstrider level after 1st.
DefensesArmor Class: light armor; positioning and concealment are your chief defenses.
ArmorLight armor.
WeaponsSimple and martial weapons.
ToolsThieves’ tools. Choose two skills from Acrobatics, Athletics, Insight, Investigation, Perception, Sleight of Hand, Stealth, and Survival.
ResourceShadow Charges: proficiency bonus per Long Rest, with a limited Initiative recovery described in Gloamstrike. Charges fuel Gloamstrike and Bound Shade.
MulticlassingPrerequisite: Dexterity 13. When you multiclass into Gloamstrider, you gain proficiency with light armor, one martial weapon of your choice, and thieves’ tools. Shadow Charges are based on your Gloamstrider level only; Bound Shade hit points and damage also use your Gloamstrider level.
Spells and options
How it casts
You are not a spellcaster and gain no spell slots.
Your supernatural abilities are class features, not spells; Gloamstrike uses Dexterity for its attack and damage, and your Bound Shade uses your Dexterity modifier for its attack roll.
Subclasses
3
Dreadstalker
Make the first blow—and the last—before anyone sees you.
Ambush-oriented Gloamstrike improvements
Blinding and disorienting strikes
Enhanced hiding and escape
Nightwarden
Turn the dark into a shield for those who cannot fight it.
More resilient Bound Shade
Protective reactions for allies
Shade-assisted flanking
Umbral Marshal
Every patch of darkness is another soldier under your command.
Multiple shadow-creature tactics
Greater command over your Bound Shade
Coordinated assaults across the battlefield
Playing one
What it is
Gloamstriders are skirmishing combatants who shape darkness into sudden attacks, evasive paths, and obedient shadow creatures.
They dart between cover and enemies, strike where defenses are weakest, and use their summons to harry, distract, or protect. Their magic is not spellcasting: it is a practiced bond with the living dark.
How to play one
Play like a mobile striker: use cover and dim light to approach, spend Gloamstrike to hit hard and reposition, and send your shade to pressure a second enemy or interfere with a threat.
You are durable enough to enter danger, but your best defense is making opponents waste movement and attacks trying to pin you down.
Make one
Personality
I watch exits, sightlines, and shadows before I pay attention to a conversation.
Ideal
Freedom. No one should be trapped by fear, chains, or the dark.
Bond
I protect the person who first taught me to listen to the dark.
Flaw
I trust the dark more readily than I trust people.
Quirk
You check whether your shadow matches your pose.
Personality
I watch exits, sightlines, and shadows before I pay attention to a conversation.
I speak softly because loud words feel like wasted movement.
I show unexpected tenderness toward frightened animals and nervous companions.
I make a joke whenever someone notices how unsettling my shadow is.
Ideals
Freedom. No one should be trapped by fear, chains, or the dark.
Precision. A fight should end with the fewest possible wounds.
Balance. Shadows shelter as well as they threaten.
Bonds
I protect the person who first taught me to listen to the dark.
A shadow creature follows me because I once spared its life.
I will find the source of the shadow that swallowed my home.
Flaws
I trust the dark more readily than I trust people.
I sometimes let a shadow creature act before considering the consequences.
I mistake caution for wisdom and hesitate when boldness is needed.
Quirks
You check whether your shadow matches your pose.
You address your shade as if it were a long-standing colleague.
You stand where candlelight barely reaches.
You leave a gap between yourself and walls, just in case.
You gesture with your hands when your shadow cannot be seen.
In the world
Training
Most Gloamstriders learn through a mentor who teaches them to notice the shapes darkness makes before attempting to shape it themselves.
Initiation usually requires confronting a personal fear alone in a lightless place and returning with a shadow willing to answer their call.
How others see them
People often mistake Gloamstriders for assassins or practitioners of dangerous magic.
Those who have seen one defend a village may instead regard them as unnerving guardians; their summoned shades rarely reassure anyone.
Famous practitioners
GloamstriderVeyra Nine-EdgesA celebrated duelist who never appears in the same reflection as her opponent.
GloamstriderOrren DuskwardA battlefield rescuer whose shadow hounds are said to carry the wounded faster than horses.
Factions
The Lanternless Road
A loose network of guides who escort fugitives and refugees through guarded borders after nightfall.
The Veilbound Compact
A secretive school that trains shadow-fighters to protect rulers without leaving witnesses.
The Black Paw Company
A band of former mercenaries who use summoned shades to hunt supernatural threats.
Regions
The Slateback Passes
Gloamstriders guide travelers through fogbound passes where daylight rarely reaches the road.
The Lantern Cities
Old districts and narrow alleys foster informal training among couriers, burglars, and neighborhood defenders.
The Underhollow
In the cavern settlements, shadow craft is feared but valued for scouting tunnels and warding against predators.
Character hooks
A former royal bodyguard learned to fight in the shadows after failing to protect a monarch.
You escaped a secretive order, but one of its shadow creatures still answers your calls.
A shadow saved your life during a battlefield massacre; now you wonder what it expects in return.
You were hired to hunt a monster that turned out to be the first creature you ever summoned.
Your family’s shadows move independently, and you joined the class to learn why.
You use your gifts to recover stolen people and objects from places no one else can enter.
Media
0 images
No images yet.
Visual sheet
Turn Gloamstrider into a sheet
A high-res, share-ready sheet you can post or print.