Shade

Shadow is a shade’s friend. As a shade moves in it, lives in it, and uses it, it feels closer to the shadows. Day by day, its bond gets stronger.

As a shade, you have understood what it is to be alive and felt the shadows deep inside. At that moment, your path was determined within the cold and dark of shadows.

Shadow Powers

Some of the features below require creatures to make saving throws against your spell save DC. Your spell save DC for these features are as follows:

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

Shadow’s Embrace

Everything on this dark path starts with the shadow’s cold embrace. Starting at 3rd level, you gain darkvision out to a range of 90 feet. Additionally, in dim light or darkness, your speed increases by 10 feet. Also, if you remain in the shadows for 1 minute, you gain a proficiency bonus (your proficiency bonus is doubled if you are already proficient) on your Dexterity (Stealth) checks as long as you are still in the shadows.

Shadow Dagger

At 3rd level, you gain the ability to conjure a Shadow Dagger from the shadow of an opponent. As a bonus action, you target a creature within 30 feet of you. The target must succeed on a Charisma saving throw or you conjure a Shadow Dagger out of the target’s shadow that floats around the target.

When you conjure the dagger, you can make a melee weapon attack against the creature. As a bonus action on your turn, you can repeat the attack against the target. The shadow dagger deals 1d4 piercing damage as if it is a normal dagger. Starting at 9th level, Shadow Dagger becomes a magic weapon. While attacking with the Shadow Dagger, you can use your Sneak Attack against that target even if you don’t have advantage on that attack roll, but not if you have disadvantage on it.

The dagger stays for 1 minute. Once you use this feature, you cannot do so again until you finish a short or long rest.

Stretching Shadows

As you grow in power, your control over the shadows grows as well. Starting at 9th level, you are able to cast the see invisibility and black tentacles spells without their material components.

Once you cast see invisibility spell three times and black tentacles once, you have to take a short or long rest to use them again.

One with the Shadows

Starting at 13th level, you become more attuned to the shadows and start to bend them to your will, to serve your purposes. You can use the following benefits:

  • Obscuring Shadows. When you are in the shadows, even if there is nothing that you can hide behind, you can still hide. You can also hide an additional creature or object of your size or smaller. You gain a +5 bonus to your Dexterity (Stealth) and Dexterity (Sleight of Hand) checks in shadowy areas. You can also use your Cunning Action feature to play with the shadows around the creature or object, granting a proficiency bonus (double proficiency bonus if the target is already proficient with Stealth) on your target’s Dexterity (Stealth) checks. This bonus remains as long as you or the other creature or object affected by this benefit remain in the shadows.
  • Shadow Leap. You can use your Cunning Action feature to teleport from one shadow to another that is within 30 feet.
  • Shadow Reach. You can use shadows as pathways that lead your blade to the enemy. You can sink your hand into a shadow within reach and it comes out of another shadow of your choice that is within 30 feet of you. If your target is aware of your presence, it must make a successful DC 15 Wisdom (Perception) check to see your hand reaching out to it through the shadows. If your target is unaware of your presence, you can use your Sneak Attack feature.

You can use these features a number of times equal to your Charisma modifier (minimum once). You gain any expended uses after you finish a long rest.

Shadow Stealer

Starting at 17th level, you can steal your target’s shadow, or you can bring your shadow to life by bestowing your own blood upon it.

To steal another creature’s shadow, you must concentrate on its shadow as an action. The creature must be within 30 feet of you. When you try to steal the shadow, the target must make a Charisma saving throw. On a failed save, you successfully steal it. To bring your own shadow to life, you have to spill your blood as an action, dealing 20 damage to yourself. This damage cannot be reduced by any means.

Once you start to command a shadow in either way, its Initiative is equal to yours minus 10. The shadow stays under your command for 1 minute and has the following properties:

  • It has 60 hit points, and 15 AC (Natural Armor).
  • It has resistance to bludgeoning, slashing, and piercing damage coming from nonmagical attacks. It also has immunity to being grappled, petrified, prone and restrained.
  • It saving throws are as follows: Dexterity +6, Constitution +5, Intelligence +4, Wisdom +5, Charisma +5.
  • It can make two melee weapon attacks or two ranged weapon attacks on its turn. It uses weapons conjured from the shadows and these weapons are magical. You can choose the shape of the weapon and its damage type changes according to the weapon. Regardless of its shape, the weapons deal 1d8 damage.
  • It also has no Strength score, so it cannot execute tasks tied to Strength score and it automatically fails Strength saving throws.
  • It has a flying (hover) speed of 30 feet.
  • It can use its bonus action to teleport to another shadow within 60 feet of it.
Section 15: Copyright Notice

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