D&D 3.5 Swordsage Sun and Moon Build: Celestial Shadow

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Article-At-A-Glance

  • The Sun and Moon harnesses Shadow Hand and Setting Sun disciplines effectively.
  • This build maximizes unarmed combat, blending light and dark abilities artfully.
  • Counters weaknesses via strategic equipment, enhancing survivability and combat prowess.
  • Offers detailed roleplay guidance, embracing character’s mastery of light and shadow.
Sun and Moon

Click on the level for more information

This build utilizes the Swordsage class focusing on unarmed combat. At level 1, the character has improved unarmed strikes and gains a bonus to initiative and weapon focus in certain disciplines.

Stat Block Level 1:

Swordsage: Male, Kenku Swordsage 1; CR 1; Medium humanoid (Kenku); HD 1d8+2; hp 10; Init +3; Spd 30 ft.; AC 15, touch 13, flat-footed 12; Base Atk +0; Grp +1; Atk Unarmed strike +2 melee (1d6+1); Full Atk Unarmed strike +2 melee (1d6+1); SA Adaptive Style, Improved Unarmed Strike; SQ Quick to Act +1, Discipline Focus (Weapon Focus); AL Neutral; SV Fort +2, Ref +5, Will +3; Str 12, Dex 17, Con 14, Int 10, Wis 16, Cha 8.

Skills, Abilities, and Feats:

Hide +8; Improved Unarmed Strike, Adaptive Style. Quick to Act +1: +1 bonus on initiative checks. Discipline Focus (Weapon Focus): Gain weapon focus with chosen discipline weapons.

Possessions: None.

The Sun and Moon Ninja[1] excels in stealth and swift, powerful unarmed attacks. By this level, they benefit from improved combat maneuverability and abilities that blend martial prowess with mystical techniques. With Move Silently and Hide skills, this character is hard to detect. Special abilities allow for fighting flexibility, including the use of Sneak Attacks that are effective even against undead foes.

Stat Block Level 5:

Sun and Moon Ninja[1]: male, Kenku Unarmed Swordsage 5; CR 5; Medium humanoid (kenku); HD 5d8+10; hp 32; Init +3; Spd 30 ft.; AC 16, touch 14, flat-footed 13; Base Atk +3; Grp +4; Atk unarmed strike +7 (1d8+1) or short sword +7 (1d6); Full Atk unarmed strike +7 (1d8+1) or short sword +7 (1d6); SA Sneak Attack, Shadow Hand Techniques; SQ Evasion, Quick to Act +2, Discipline Focus (Insightful Strike), AC Bonus (Wis), Improved Unarmed Strike; AL Lawful Neutral; SV Fort +6, Ref +7, Will +7; Str 12, Dex 17, Con 14, Int 10, Wis 16, Cha 8.

Skills, Abilities, and Feats:

Hide 8 (+11), Move Silently 8 (+11); Improved Unarmed Strike, Adaptive Style.

Special Attacks and Qualities:

Sneak Attack adds precision damage when advantageous conditions are met; Evasion allows avoiding full damage from effects requiring Reflex save.

Possessions: None required.

At level 10, the Kenku Swordsage/Shadow Sun Ninja leverages both Setting Sun and Shadow Hand disciplines to enhance unarmed combat capabilities, adding constitution and cold damage. The build functions similarly to a Monk with stealth and shadow-based abilities. The combination of Improved Unarmed Strike, Adaptive Style, and Sneak Attack tactics makes this character highly effective against living and undead foes.

Stat Block Level 10:

Kenku Swordsage/Shadow Sun Ninja: male, Kenku Unarmed Swordsage 4/Shadow Sun Ninja 6; CR 10; Medium humanoid (avian); HD 10d8+20; hp 60; Init +4; Spd 30 ft.; AC 17, touch 14, flat-footed 13; Base Atk +7; Grp +7; Atk Unarmed Strike +7 melee (1d8+2) or Shadow Strike +9 melee (1d8+4 Con/C) or sneak attack; Full Atk Unarmed Strike +7/+2 melee (1d8+2) or Shadow Strike +9/+4/+1 melee (1d8+4 Con/C); SA Sneak Attack, Shadow Hand Maneuvers; SQ Quick to Act +2, Evasion, Monk Abilities, Light within Darkness, Darkness within Light; AL Neutral; SV Fort +8, Ref +12, Will +9; Str 12, Dex 19, Con 14, Int 10, Wis 16, Cha 8.

Skills, Abilities, and Feats:

Hide +8, Tumble +13, Move Silently +13, with feats like Improved Unarmed Strike, Adaptive Style, Darkstalker, Craven.

Special Attacks and Qualities:

Shadow Hand Maneuvers: Maneuver the flow of combat with precise strikes and evasion tactics, gaining temporary advantages like Sneak Attack dealing Constitution and Cold damage to targets.

Possessions: Simple clothes, no gear required for effectivity, relying solely on innate abilities.

At level 15, this Kenku Sun and Moon Ninja[1] is a master of darkness and light, using both shadow and radiant forces. The character excels in melee combat with unarmed strikes from Swordsage, enhanced by the Shadow Blade feat. They wield potent special abilities such as Balance of Light and Dark, which allow shifting between light-based and shadow-based powers. Being a Shadow Sun Ninja encapsulates the duality of their abilities—capable of damaging undead or healing allies. Darkstalker and Craven enhance stealth and damage capabilities, making the character effective both in direct confrontations and as a silent stalker.

Stat Block Level 15:

Unnamed Kenku: gender, Kenku Unarmed Swordsage 10/Shadow Sun Ninja 5; CR 15; Medium Humanoid (Kenku); HD 15d8+30; hp 97; Init +3; Spd 30 ft.; AC 19, touch 15, flat-footed 16; Base Atk +11; Grp +12; Atk Unarmed +18 melee (1d10+4) or Shadow Blade +19 melee (1d10+7); Full Atk Unarmed +18/+13/+8 (1d10+4) or Shadow Blade +19/+14/+9 (1d10+7); SA Sneak Attack, Touch of the Shadow Sun, Flame of the Shadow Sun; SQ Balance of Light and Dark, Discipline Focus, Evasion; AL Neutral; SV Fort +8, Ref +10, Will +9; Str 12, Dex 24, Con 14, Int 10, Wis 16, Cha 8.

Skills, Abilities, and Feats:

Hide 23, Move Silently 18, Tumble 15; Improved Unarmed Strike, Adaptive Style, Weapon Finesse, Darkstalker, Craven, Stunning Fist, Shadow Blade.

Special Attacks and Qualities:

Balance of Light and Dark allows alternating healing and harm effects, Flame of the Shadow Sun deals extra fire damage, Sneak Attack deals extra damage when enemies are vulnerable.

Possessions: None (no equipment needed to optimize abilities with inherent skills).

The Level 20 Sun and Moon Ninja[1] combines the Swordsage and Shadow Sun Ninja classes for devastating close combat and shadow manipulation. This character can mimic a Monk, dealing Constitution, Cold, and Sneak Attack damage, even against undead. Their transformation to a Vampire NPC, unharmed by sunlight, adds a unique twist if shadow powers are misused.

Stat Block Level 20:

Unnamed Kenku: Male, Kenku Unarmed Swordsage 10/Shadow Sun Ninja 10; CR 20; Medium Humanoid (Kenku); HD 20d8+40; hp 130; Init +3; Spd 30 ft.; AC 18, touch 14, flat-footed 15; Base Atk +15; Grp +16; Atk Unarmed Strike +19 melee (2d6+1) or Shadow Blade +19 melee; Full Atk Unarmed Strike +19/+14/+9 melee (2d6+1) or Shadow Blade +19 melee; SA Sneak Attack +1d6, Touch of the Shadow Sun, Flame of the Shadow Sun; SQ Evasion, Sense Magic, Light within Darkness, Darkness within Light, AC Bonus, Monk Abilities; AL N; SV Fort +14, Ref +17, Will +13; Str 12, Dex 22, Con 14, Int 10, Wis 16, Cha 8.

Skills, Abilities, and Feats:

Hide 8; Improved Unarmed Strike, Adaptive Style, Weapon Finesse, Darkstalker, Craven, Stunning Fist, Shadow Blade, Superior Unarmed Strike.

Special Attacks and Qualities:

Touch of the Shadow Sun (alternate between healing and dealing damage), Flame of the Shadow Sun (deal fire damage in shadow), Child of Shadow and Light (immunity to light-based attacks and vision);

Possessions: None.

Milestones Of Character Development

  • Levels 1-5: Start as a Swordsage with strong foundations in unarmed combat. Gain Improved Unarmed Strike and Adaptive Style for more versatile maneuvers. At Level 3, Weapon Finesse allows you to use Dex for attack rolls, and by Level 5, your quick-to-act feature enhances your initiative.
  • Levels 6-10: Transition to Shadow Sun Ninja and unlock potent abilities like Touch of the Shadow Sun and Flame of the Shadow Sun. Darkstalker enhances stealth, while Craven increases your damage potential. You also gain Light within Darkness, mixing both light and dark forces.
  • Levels 11-15: Delve deeper into the Shadow Sun Ninja path. Acquire Stunning Fist and Shadow Blade, improving your melee arsenal. Balance of Light and Dark harmonizes your abilities, while you become Child of Shadow and Light, symbolizing your mastery of both elements.
  • Levels 16-20: Return to Swordsage to finalize your build. Superior Unarmed Strike boosts your combat capabilities, and Evasion improves your survivability. Finish strong with Defensiv e Stance and a final increase in Quick to Act, making you a quick and formidable combatant.

Core Abilities & Features

The Sun and Moon Ninja[1] build is a striking blend of tactical prowess and mystical finesse. At its core, this build thrives on the delicate balance between the Shadow Hand and Setting Sun disciplines, harnessing these to transform the conventional Swordsage into a dynamic force on the battlefield.

One of the lead features of this build is its ability to mimic a Monk through the use of Improved Unarmed Strike and various abilities that enhance unarmed attacks. Thanks to the Swordsage’s variant, it allows for monk-like strikes, enhanced by the sneaky destruction of the Shadow Hand maneuvers. This enables the character to execute sneak attacks with fists that deal considerable Constitution and Cold damage—ideal against living foes and undead.

Complementary to this aggressive strategy is the stealth and surprise aspect. Skills such as Hide and feats like Darkstalker ensure the ninja remains unseen even by creatures with keen senses. This builds upon a kenku’s natural affinity for cunning and stealth. Midway through their progression, the skill set intensifies with the acquisition of abilities like Touch of the Shadow Sun, allowing the user to siphon health and deal devastating blows simultaneously.

Furthermore, the build taps into potent defensive maneuvers. Disciplines Focus features such as Insightful Strike and Defensive Stance help keep the Sun and Moon Ninja[1] elusive and adaptable in danger, fortifying both offensive and defensive tactics. Notably, the evolution into a Shadow Sun Ninja heralds a profound mastery over light and shadow, epitomized by the balance between light-infused attacks and dark, shadow-inflicted statuses.

Equipment Progression

Level RangeEquipmentDetails
L1-5Bracers of Armor +2Provides a bonus to AC without needing actual armor, ideal for maintaining mobility and using unarmed strikes effectively.
L6-10Cloak of Resistance +2Boosts to saving throws against spells and effects, crucial for surviving enemy spells while optimizing maneuvers.
L11-15Amulet of Mighty Fists +3Enhances unarmed strike damage and attack rolls, effective against a broader range of creatures.
L16-20Ring of Freedom of MovementPrevents being grappled or restrained, allowing seamless execution of maneuvers in any encounter.

Combat Scenarios as a Sun and Moon

  • Dungeon Crawls:
    • Rely on Darkness within Light to navigate tight spaces and detect threats with Sense Magic. In intricate tunnels, ambush enemies with surprise attacks using Touch of the Shadow Sun for debilitating effects.
  • Open Fields:
    • Utilize Mobility and Quick to Act bonuses to dart across open terrain. Engage foes at a distance with Shadow Blade for a surprise assault, then swiftly close the gap with Weapon Finesse strikes.
  • Ambushes:
    • Use Hide skill and Child of Shadow and Light abilities to blend into the surroundings. Initiate combat with a devastating Void of the Shadow Sun, sapping vitality from unsuspecting targets.
  • Defensive Stands:
    • Hold the line using Balance of Light and Dark to bolster defenses. Strike offensive targets with Stunning Fist to neutralize threats temporarily, maintaining control over critical points.
  • Urban Encounters:
    • Employ Adaptive Style to adapt to the unpredictable city landscape. Navigate rooftops or tight alleys, utilizing Evasion to escape tight situations, while setting traps with Darkstalker abilities.

Weaknesses & Counters

WeaknessCounter
Low Charisma (CHA 8)Use Cloak of Charisma (+2, +4, or +6 enhancement bonus to Charisma). Boost relationships and diplomatic interactions.
Low Hit Points (1d8 HD)Equip Amulet of Health (+2, +4, or +6 enhancement bonus to Constitution) to increase HP and survivability.
Limited Armor Class (reliant on Dex and Wis)Utilize Bracers of Armor (+1 to +8 to AC) to enhance armor class without wearing traditional armor.
Vulnerability to Mind-Affecting SpellsPossess Ring of Mind Shielding (immunity to detect thoughts, discern lies, alignment detection). Helps in resisting mind-control and telepathy.
Dependency on High Dex and WisEquip Gloves of Dexterity and Periapt of Wisdom to boost Dexterity and Wisdom scores, thereby enhancing related skills and save DCs.
Shadow Sun Vampire Transformation RiskRegularly consult a cleric or use Restoration spells to manage the shadow power. Maintain a balance between Light and Dark abilities.

Roleplaying the Sun and Moon

Embrace the Duality of Light and Shadow

The Sun and Moon Ninja[1] walks a delicate balance between light and darkness. As a Kenku, mimicry and disguise are second nature, adding depth to the Shadow Sun Ninja’s motif. Use this mastery of shadows to create an enigmatic persona, alternating between the serene calmness of dusk and the chaotic fury of a blazing sun. When roleplaying, voice the constant inner dialogue between these facets, questioning the intentions of those around you while maintaining an air of mystery.

The quest to prevent your soul’s eclipse into vampirism belongs in campaigns with moral quandaries. Channel those conflicting urges into actions that reflect both destructive and restorative elements. This ongoing tug of war becomes a rich source for storytelling, as you’re constantly one step away from falling into shadow. Engage with characters who offer both temptation and redemption, swirling you in a dance of morality.

Effortlessly Blend Into the Environment

Fading into the background is your superpower. Work with your Dungeon Master to highlight how the Hide skill and darkstalker feats make you a spectral observer. Employ these traits in your narrative by slipping in and out of conversations unnoticed, drawing attention only when a display of martial prowess is necessary. By remaining unseen, the character can gather precious information or launch unpredictable attacks, catching enemies off guard.

Your equipment reflects your philosophy—less is more. Allow this to influence your interactions, poking fun at adventurers encumbered by gear while you travel light. Use your unarmed prowess to strike when the moment demands it, often turning an apparent disadvantage into superior leverage. This minimalistic approach instills the tenets of efficiency and resourcefulness, components of your character’s unique identity.

Sun and Moon

FAQ

How does the Sun and Moon build enhance unarmed combat?

The Sun and Moon build utilizes the Swordsage’s variant, allowing for monk-like unarmed strikes. By incorporating Improved Unarmed Strike, your attacks become powerful. Shadow Hand maneuvers add sneaky destruction, dealing significant Constitution and Cold damage. This combination is particularly effective against living foes and undead. You basically become a master of fists, rivaling traditional monks in strength.

What are the key disciplines in the Sun and Moon build?

Central to the build are Shadow Hand and Setting Sun disciplines. Shadow Hand provides stealth and surprise, enabling ambush tactics. Setting Sun specializes in counters and redirections, making you unpredictable. Together, they create a balanced offense and defense system. It allows a seamless transition from sneaking to unleashing powerful attacks.

What are the major weaknesses of the Sun and Moon build?

The Sun and Moon build can suffer from low Charisma and Hit Points. It relies heavily on Dexterity and Wisdom for armor class. Mind-affecting spells are a significant vulnerability. Equipment like Cloak of Charisma and Amulet of Health can help. You’ll also want Bracers of Armor and a Ring of Mind Shielding. Strategic planning and compensating for weaknesses is crucial for survival.

How do you manage the risk of a Shadow Sun Vampire transformation?

The transformation risk is tied to using shadow powers excessively. Regular consultations with a cleric or using Restoration spells help manage this risk. Maintain a balance between Light and Dark abilities. This means not relying too heavily on shadowy maneuvers. It’s crucial to be mindful of your abilities’ usage frequency. This keeps the character from falling into detrimental shadow powers.

What items should you prioritize at different level ranges?

In the early levels, focus on Bracers of Armor to boost AC without restricting movement. As you level up, acquire a Cloak of Resistance for enhanced saving throws. Around mid-levels, Amulet of Mighty Fists improves unarmed attack rolls. At higher levels, Ring of Freedom of Movement is essential. It prevents being grappled, allowing fluid maneuver execution.

Join us at Stellar Dragons!

Explore the dynamic playstyle a Swordsage brings to the table. Do you think the Sun and Moon Swordsage might be the best build in D&D 3.5? Share your thoughts with fellow players. Join the conversation on the Stellar Dragons Discord: https://discord.gg/uAPvgEq6Z7.

Authors

  • Andrew Wilson

    Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. ↑ Swordsage – Sun and Moon Ninja – D&D 3.5 ( Sun and Moon Ninja )

Sun and Moon Ninja

The two men made their way through the depths of the forest. Unbeknownst to them the kenku that stalked them from the treetops. The secret meeting place was still a good ways off.

Already, the lesson for these two had started. The kenku suppressed a cackle at the thought. He had to be sure about these two before he taught them the secrets of the Shadow Hand and of the Setting Sun.

He had seen too many of his disciples be devoured by their own shadows, becoming monstrous bloodsuckers who didn’t fear sunlight…

Race

Kenku

Class

Unarmed Swordsage 10/Shadow Sun Ninja 10

Ability Scores

Str 12/Dex 17/Con 14/Int 10/Wis 16/Cha 8

Skills

Hide 8

Equipment

Nothing, you need nothing.

Goal

Yup, you can mimic a Monk via Setting Sun and Shadow Hand, as Swordsage have a variant that allows them to punch like monks. And with Shadow Sun Ninja, you maximize the use of these two disciplines, elevating them to a level that is downright terrifying, throwing Sneak Attack on fists that deal Constitution Damage, Cold Damage, while also allowing you to grapple and deal more damage to undead. All that with a built in quest if you ever abuse your powers over shadows too much, turning you into a Vampire NPC that isn’t affected by the sun is just gravy at this point.

LevelClassHDFeatSpecial
1Swordsage10Improved Unarmed Strike, Adaptive StyleQuick to Act +1, Discipline Focus(Weapon Focus), Unarmed 1d6
2Swordsage1d8+2–AC Bonus(Wis)
3Swordsage1d8+2Weapon Finesse–
4Swordsage1d8+2–Discipline Focus(Insightful Strike), Unarmed 1d8, +1 Dex
5Swordsage1d8+2–Quick to Act +2
6Shadow Sun Ninja1d8+2DarkstalkerMonk Abilities, Touch of the Shadow Sun
7Shadow Sun Ninja1d8+2–Flame of the Shadow Sun
8Shadow Sun Ninja1d8+2–+1 Dex
9Shadow Sun Ninja1d8+2CravenLight within Darkness
10Shadow Sun Ninja1d8+2–Darkness within Light, +1 AC
11Shadow Sun Ninja1d8+2––
12Shadow Sun Ninja1d8+2Stunning FistVoid of the Shadow Sun, +1 Dex
13Shadow Sun Ninja1d8+2–Child of Shadow and Light
14Shadow Sun Ninja1d8+2––
15Shadow Sun Ninja1d8+2Shadow BladeBalance of Light and Dark, +2 AC
16Swordsage1d8+2–+1 Dex
17Swordsage1d8+2–Sense Magic
18Swordsage1d8+2Superior Unarmed StrikeDiscipline Focus(Defensiv e Stance), Unarmed 2d6
19Swordsage1d8+2–Evasion
20Swordsage1d8+2–Quick to Act +3, +1 Dex

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