SHADOW MAGIC

We who bear the Tenebrist Eye,
See the truth within the lie.
In this world where magic reigns,
Light will fade, and dark remains.

The Shadowcaster

Before the dawn of time, when life was but a dream, there was only darkness. Even now it waits, in the spaces between worlds, in the emptiness between the stars, and in the corner of every room. When the light is gone, darkness will remain.

An elf, clad in black, stands unnoticed behind the front lines. He begins to chant, hands moving to the rhythm with a sense of familiarity. Behind him, his shadow makes a different set of gestures. Cold flame erupts from his fingers, engulfing the enemy soldiers.

A human watches the passing guards, counting. With a silent whisper, their torches are extinguished. By the time they're relit, the door stands open, the human gone.

A gnome nimbly ducks the swing of a sword before rolling through the door. Her assailant follows, right into the waiting teeth of a shadow elemental.

Shadowcasters look beyond the narrow minded view of those who live in the light, beyond their natural fear of dark. They understand that shadow is not always evil, and that light is not always good. They embrace the shadows, and wield the power they find within.

Life in the Shadows

In many societies, shadow magic is considered strange and unpleasant at best, and evil and depraved at worst. As such, most shadowcasters choose to live more privately than most adventurers, choosing quite study, meditation, and contemplation.

When they must take to the streets, they tend to prefer the night, when their natural skills are most potent, and they can circumvent most trouble.

The Plane of Shadow

The Plane of Shadow, also called the Shadowfell in some world models, is a dark and twisted reflection of the Prime Material Plane, working as a sort of counterpart to the Feywild, and it is the source of all shadow magic.

Color is faded within the Plane of Shadow, muted to shades of gray. Emotions are as muted as colors, leaving only need to drive the native races. Even conjured light shines but half as brightly, and fire is a dim reflection of warmth.

The Shadowcaster
Level Proficiency Bonus Features Fundamentals Known Apprentice Mysteries Initiate Mysteries Master Mysteries
1st +2 Shadowcasting, Favored Mystery 2 2 — —
2nd +2 Umbral Sight, Shadowcaster Ideal 2 2 — —
3rd +2 Cloak of Shadows 2 3 — —
4th +2 Ability Score Improvement 3 3 — —
5th +3 Extra Attack 3 4 — —
6th +3 Ideal Feature 3 4 — —
7th +3 Greater Favored Mystery 3 5 2 —
8th +3 Ability Score Improvement 4 5 2 —
9th +4 Winter's Touch 4 6 2 —
10th +4 Ideal Feature, Favored Mystery Improvement 4 6 3 —
11th +4 Umbral Sight Improvement, Sustaining Shadow 4 6 3 —
12th +4 Ability Score Improvement 4 6 3 —
13th +5 Sustaining Shadow Improvement 5 6 4 1
14th +5 Ideal Feature 5 6 4 1
15th +5 Sustaining Shadow Improvement 5 6 4 1
16th +5 Ability Score Improvement 5 6 4 1
17th +6 Sustaining Shadow Improvement 5 6 4 2
18th +6 Ideal Feature 5 6 4 2
19th +6 Ability Score Improvement 5 6 4 2
20th +6 Mastered Mysteries 5 6 4 2

Class Features

As a shadowcaster, you have the following class features.

Hit Points


  • Hit Dice: 1d8 per shadowcaster level
  • Hit Points at 1st Level: 8+ your Constitution modifier
  • Hit Points at Higher Levels 1d8 (or 5) + your Constitution modifier per shadowcaster level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple weapons, Rapiers, Shortswords
  • Tools: None

  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose two from Arcana, History, Insight, Intimidate, Investigation, Perception, Sleight of Hand, and Stealth

Equipment

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

  • (a) a rapier or (b) a shortsword
  • (a) dungeoneer's pack or (b) an explorer's pack
  • A trinket or keepsake touched by the Plane of Shadow

Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment.

Shadowcasting

As one who has studied the Plane of Shadow, you have gathered a number of magical abilities that fall into two groups: Fundementals and Mysteries.

Fundamentals of Shadow Magic

As a shadowcaster, you must master the basics before proceeding to more powerful shadowcasting. These basic powers, called Fundamentals, are akin to cantrips cast by wizards or sorcerers. You can use a fundamental you know any number of times each day. At 1st level, you know two fundamentals of your choice. You learn additional fundamentals at higher levels, as shown in the Fundamentals Known column of the Shadowcaster table.

Mysteries of Shadow Magic

You do not cast spells as other classes do, but channel your power through abilities called mysteries.

You do not prepare spells each morning, nor do you use spell slots. Instead, you know a number of mysteries of each type as shown on the Shadowcaster table, and can invoke each mystery you know once. You regain all expended mysteries when you finish a long rest.

Invoking a mystery, while different than casting a spell, has enough similarities for shadow magic to interact with some more mundane magic. Invoking a mystery will end an invisibility spell, just as casting a spell will. It will also provoke an attack from a creature with the mageslayer feat, and mysteries can't be invoked within the area of an antimagic field.


Learning Mysteries

At 1st level you know two apprentice mysteries of your choice. You learn additional mysteries of each tier as shown in the Shadowcaster Table.

Additionally, when you gain a level in this class, you can choose one of the mysteries you know and replace it with another mystery of the same tier.

Shadowcasting Ability

Intelligence is your shadowcasting ability for your shadowcaster mysteries, since the power of your shadow magic relies on your study and deep understanding of the Plane of Shadow. You use your Intelligence whenever a mystery refers to your shadowcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mystery you invoke and when making an attack roll with one.

Shadow Magic save DC = 8 + your proficiency bonus +

your Intelligence Modifier


Shadow Magic attack modifier = your proficiency bonus +

your Intelligence Modifier

Your shadowcasting ability is used in the place of a spellcasting ability when one is needed, or when targeted by an effect such as a Skiamancer's Eldritch Disruption.

Variant: A Certain Je Ne Sais Quoi

While the intense study of planar magic is most often an intellectual pursuit, there have been some notable shadowcasters with an innate talent for shadow magic.


If your DM allows it, shadowcasters can be played using Charisma rather than Intelligence as their Shadowcasting ability. In these cases, class abilities that use Intelligence, such as the Shadowmaster's combat prowess, instead use Charisma. For skill proficiencies, choose two from Deception, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, and Stealth. Additionally, you are proficient in Charisma and Dexterity saving throws.

Favored Mystery

At first level, choose an apprentice mystery you know. You may invoke that mystery an additional time, and you regain one expended use of that mystery upon completing a short rest. At 10th-level, choose an additional favored mystery.

By spending 8 hours in meditation, you can change your favored mystery to another Apprentice mystery you know.

Shadowcaster Ideal

At 2nd level, you choose an ideal: Nightblade, Shadowmaster, Shadowsmith, Skiamancer, each of which is detailed at the end of the class description. Your ideal gives you features when you choose it at 2nd level and additional features at 6th, 10th, 14th, and 18th level.

Umbral Sight

As your studies of shadow magic progress, your vision extends slightly into the Plane of Shadow. At second level, you gain Darkvision out to 30 feet. If you already have Darkvision, its range is extended by 30 feet. At level 11, your darkvision improves, allowing you to see in darkness within 30 feet of you, including magical darkness, as though it were bright light.

Cloak of Shadows

Beginning at 3rd level, shadow clings to your form when you hide. You have advantage on Dexterity (Stealth) checks made when you are in darkness. At seventh level, you gain this benefit in dim light.

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.

Greater Favored Mystery

At 7th level, choose an initiate mystery you know. You regain one expended use of that mystery upon completing a short rest.

By spending 8 hours in meditation, you can change your greater favored mystery to another initiate mystery you know.

Winter's Touch

At 9th level, the touch of shadow magic has inured you to the cold. You have resistance to cold damage and can survive comfortably in cold environments.

Sustaining Shadow

When you reach 11th level, your connection to the Plane of Shadow deepens, mitigating certain biological needs. You need only eat a single meal per week. At 13th level, you only need to sleep one hour each day, though you must still rest for the duration of a long rest to gain its benefits. At 15th level, you become immune to disease. Finally, at 17th level you no longer have to eat, sleep, or breathe.

Mastered Mysteries

At 20th level, you have mastered your your simplest mysteries. You can invoke your favored apprentice tier mysteries any number of times before resting.

Shadowcaster Ideals

While all who study shadow magic learn the fundamentals before branching out into mysteries, not all agree on how best to focus their later studies. The different branches of shadow magic are called ideals, and represent what the individual shadowcaster believes is the truest essence of their power.

Nightblade

To understand the beauty and power of darkness, it is not enough to study shadow. You must become shadow. Nightblades go by many names: dark transmogrifists, dark ascendants, children of night. They are more than scholars, more than spellcasters, and, in some cases, more than mortal. Nightblades tend to mimic those non-magical mortals who best represent their ideals. Those who can vanish in the shadows and move unseen.

Skulking in Shadows

When you take this ideal at 2nd level, you gain proficiency with thief's tools and hand crossbows if you aren't already proficient with them.

Sudden Strike

At 2nd level, you learn to strike from the shadows and exploit a foe's blind spots. Once per turn, you can deal extra cold damage to one creature you hit with an Attack. The extra damage is equal to your proficiency modifier. The extra damage is doubled if you have advantage on the attack, or if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the attack roll.

Shadow Walk

Beginning at 6th level, while moving on your turn, you may become a shadow. While moving as a shadow, you have advantage on Dexterity(Stealth) checks, creatures have disadvantage on Wisdom(Perception) checks to notice you, and all attack rolls against you are made with disadvantage. Additionally, you can move through spaces as narrow as 1 inch wide.

You return to your original form if you take any action other than dash or hide. If you return to your original form in a space that you couldn't normally fit within, you're expelled to the nearest unoccupied space and take 4d6 bludgeoning damage.

Fade to Black

Beginning at 10th level, you can use an action to become invisible while in darkness or dim light. You remain invisible until you use a bonus action to end the invisibility, you attack or cast a spell or invoke a mystery, or enter an area of bright light.

Shadow's Grace

At 14th level you draw closer to the Plane of Shadow, becoming lighter on your feet. You have a flying speed of 60 feet. Additionally, you leave no footprints when you walk, you do not set off non-magical traps, and you have advantage on Dexterity saving throws against effects you can see.

Night Form

At 18th level, you gain the ability to briefly become one with the shadows. As an action, you can take on an incorporeal form, gaining the following benefits:

  • You have resistance to all damage except force damage.
  • You can see creatures on the Ethereal Plane within 30 feet of you.
  • You can not be restrained or grappled.
  • You can move through a space as narrow as 1 inch wide.

You can stay in this form for up to one minute. The form ends early if you become incapacitated or use a bonus action to end it.

Once you use this feature, you can't use it again until you finish a short or long rest.

Shadowmaster

For some individuals, use of shadow magic isn't enough. They seek nothing less than mastery of darkness and control over the denizens of the Plane of Shadow. Shadowmasters fight side by side with a shadow elemental they have befriended, tamed, or conquered, sending the creature to the front line while they support from a safe distance.

Shadow Companion

When you take this ideal at 2nd level, you gain a companion from the Plane of Shadow. With 8 hours of work and the expenditure of 50 gp worth of spell components, you call forth and empower a lesser shadow elemental, turning it into your shadow companion. If your companion is ever slain, it returns to the Plane of Shadow until you perform the ritual to summon it again.

Master's Bidding

Your companion grows in strength as you do, gaining a variety of benefits that normal elementals don't have. The companion obeys your command as best it can. It takes its turn on your initiative, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

When you invoke a mystery with a range of touch, your companion can deliver the mystery as if it had invoked it. Your companion must be within 100 feet of you, and it must use its reaction to deliver the mystery. If the mystery requires an attack roll, you use your attack modifier.

Your companion has the initial abilities and game statistics as listed in the shadow companion stat block, but grows in power as you level up. It uses your proficiency bonus rather than its own. In addition to areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to its AC and damage rolls.

Your shadow companion gains proficiency in two skills and two saving throws of your choice.

For each level you gain after 2nd, your shadow companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature.


Shadow Companion

Medium elemental, Any Alignment


  • Armor Class 12
  • Hit Points 19(3d8 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 8 (-1) 6 (-2) 6 (-2)

  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 8
  • Languages None

Shadow Form. The shadow companion can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

False Appearance. The shadow companion can appear as a cloud of black smoke, or take on a solid seeming appearance, passing for an animal of black and gray coloring.

Actions

Touch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) cold

Combat Prowess

At 6th level, your shadow companion learns a number of combat abilities. As an action, it can use one of the following abilities.

Your shadow companion can use this feature a number of times equal to your Intelligence modifier (Minimum one time). You regain expended uses when you finish a short or long rest.

Frenzy

Your shadow companion lunges at a single target, attacking all out. It makes two touch attacks against the target.

Whirlwind

Your shadow companion becomes a whirlwind of slicing tendrils of shadow. It makes an attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Veil

Your shadow companion enters a patch of darkness, melding with them completely. While hidden within the shadows, it can not see what occurs outside them, but it can hear sounds originating from outside them. Additionally, while hidden in this way, your companion can not be hit by attacks or spells. If the shadows in the space your companion is hiding within is replaced by bright light, your companion exits the shadows into the nearest unoccupied space and takes 6d6 radiant damage.

Threaten

Your shadow companion attempts to keep one creature's focus on itself. One creature it can see within 30 feet must make a Wisdom saving throw against your shadow magic save DC. On a failed save, the target feels threatened by your companion's presence. For the next minute, it has disadvantage on attack rolls against creatures other than your companion. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. Creatures that can't be Frightened automatically succeed on their saving throw.

Greater Shadow Elemental

At 10th level, your companion grows in size and strength. Its size becomes large and its speed becomes 40 feet. Its touch attack deals 2d6, rather than 1d6, and its hit dice become d10s, and its hit point maximum increases by 10 to reflect this change.

Dark Wings

At 14th level, your companion gains the ability to manifest a pair of wings. As an action, it gains a pair of wings that last until it uses an action to remove them. While these wings are manifested, your companion has a flying speed of 60 feet.

Breath Weapon

At 18th level, your companion gains the ability to exhale a torrent of destructive energy. When it uses its breath weapon, each creature in a 20 foot cone must make a Constitution saving throw. A creature takes 12d6 cold damage on a failed save, and half as much damage on a successful one. The DC for this saving throw equals 8 + your companion's Constitution modifier + your proficiency modifier.

After your companion uses its breath weapon, it can’t use it again until it completes a short or Long Rest.

Shadowsmith

Shadowsmiths find their calling in manipulating the shadowstuff of the Plane of Shadows, crafting it into any shape they want. Like many smiths, they view their magic as a craft, as an art form.


Shadowcraft

When you take this ideal at 2nd-level, choose 3 simple or martial weapons. You gain proficiency with the chosen weapons if you aren't already proficient with them. As a bonus action, you can create one of your chosen weapons, forming it from shadows. It functions as a normal weapon of that type. For ranged weapons, you can create and fire a single piece of ammunition each turn.

Additionally, as a bonus action you can create a simple object of hardened shadow. The object can have no moving parts and must be able to fit inside a 5-foot cube.

Created objects and weapons fade if they leave Shadowsmith’s possession for more than 1 minute. Each use of this ability creates a single object. A Shadowsmith can maintain only 1 object or weapon at a time.

You also gain proficiency with smith's tools and can use downtime to craft permanent non-magical items made of shadowstuff. Shadowstuff is similar in feel and hardness to iron, but weighs only half as much.

Armed for combat

When you take this ideal at 2nd level, you gain proficiency in shields and medium armor.

Shadow Armory

Starting at 6th level, your shadowcrafted weapons count as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. This bonus only applies to the three weapons chosen with the shadowcraft feature. Additionally, as an action, you can shroud yourself in a protective armor of shadow. For one minute, you add half your proficiency bonus to your armor class, rounded down. Once you use this feature, you can't use it again until you finish a short or long rest.

Chilling Shade

Starting at 10th-level, your shadowcrafted weapons have an attack bonus of +1 and deal an additional 1d6 cold damage. This bonus only applies to the three weapons chosen with the shadowcraft feature. The attack bonus increases to +2 at 14th-level and the extra damage increases to 2d6 at 18th-level.

Craft Terrain

When you reach 14th-level, you gain the ability to craft shadows on a large scale. As an action, you create one of the following terrain effects, centered on an area within 120 feet. Alternatively, you can create a large shape of your choice with no additional effects. The shape must be able to fit within a 20 foot cube and have no moving parts.

Wall

You create a wall of hardened shadowstuff within range. You can form it into a hemispherical dome or a Sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for 10 minutes.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 5d6 cold damage, or half as much damage on a successful save.

The wall has an AC of 12 and 30 hit points, and it is vulnerable to radiant damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a cloud of shadow. A creature can pass through the cloud, but can not see through it unless they can see through magical darkness.

Floor

You create a floor made up of ten 10-foot panels. You can angle them up or down to make stairs. When making the floor, you can choose one of the following features. Muffled: all creatures on the floor move silently across it, gaining advantage on Dexterity (Stealth) checks. Jagged: the conjured floor has a jagged surface, becoming difficult terrain. When a creature moves into or within the area of the jagged floor, it takes 2d4 piercing damage for every 5 feet it travels.

Once you use this feature, you can't use it again until you finish a short or long rest.

Shadow Waltz

At 18th-level, you gain the ability to control all of your shadowcrafted weapons in a lethal dance. As an action, you can manifest all three of your chosen shadowcraft weapons. They appear hovering in separate unoccupied spaces of your choice within 30 feet of you and remain for 1 minute.

As a bonus action on each of your turns, you can direct the weapons to fly up to 30 feet and attack a creature you can see. Each weapon can attack a separate creature, or multiple weapons can attack the same creature. You use your Intelligence modifier for the attack and damage rolls of these attacks, rather than Strength or Dexterity. While Shadow Waltz is active, you can't take the attack action. Once you use this feature, you can't use it again until you finish a long rest.

Skiamancer

The Skiamancer focuses on unraveling the secrets of shadow magic, plain and simple. Skiamancers have learned to strengthen their mysteries, adding power and versatility that other shadowcasters will never attain. To them, shadow magic is a tool to be analyzed, understood, and used.

Arcane Aptitude

When you take this ideal at 2nd level, you gain proficiency in your choice of Tinker's tools or Alchemists tools.

Secrets

When you choose this ideal at 2nd level, you gain a deeper understanding of shadow magic and can modify your mysteries. When you deal damage with a fundamental or initiate mystery, you may add your intelligence modifier to the damage dealt. You learn two of the following secrets. You gain another one at 6th and 14th level.

You can use only one secret each turn, unless otherwise noted.

Afflicting Mystery

When you damage a creature with a mystery, you can attempt to afflict that creature with debilitating shadow magic. That creature must make a Constitution saving throw against your shadow magic save DC or be poisoned until the end of your next turn. You can use this secret multiple times on a single mystery, but each use must target a different creature.

Elemental Mystery

When you roll damage for a mystery, you can change the damage type to your choice of cold, lightning, acid, or poison.

Overloaded Mystery

When you roll damage for a mystery, you can roll up to three additional damage dice. For each additional die rolled this way, you take 2 points of necrotic damage. This necrotic damage ignores resistance and immunity.

Positioned Mystery

When you invoke a mystery or use an ability granted by an ongoing mystery, you may use it as though you were standing in a different location. Choose a point within thirty feet of you. Your shadow moves to that point and uses the mystery.

Repeating Mystery

When you invoke an apprentice or initiate mystery that targets one or more creatures, you can target twice as many creatures.

Additional Favored Mystery

At 6th level, choose an apprentice mystery you know as an additional favored mystery. As with your first favored mystery, you can change it through 8 hours of meditation.

Additional Greater Favored Mystery

At 10th level, choose an initiate mystery you know as an additional greater favored mystery. As with your first greater favored mystery, you can change it through 8 hours of meditation.

Eldritch Disruption

Beginning at 14th level, you can use an action to disrupt the magical energies of a single target you can see within 60 feet.

The target must make a Wisdom saving throw against your shadow magic save DC or be disrupted for one minute. A disrupted creature has disadvantage on spellcasting ability checks and spell attack rolls. While disrupting a creature with this feature, you have advantage on shadowcasting ability checks and shadow magic attack rolls. The effect ends if the creature is ever more than 120 feet from you.

Once you use this feature, you can't use it again until you finish a long rest.

Channel Shadows

At 18th level you have mastered channeling shadow magic through your body. You become immune to cold damage. Additionally, when you are concentrating on a mystery you have advantage on saving throws against spells and resistance to the damage of spells.

Fundamentals and Mysteries

What is a Mystery?

Mysteries are magical effects brought about through the use of shadow magic. Unlike most spells, a mystery is a multifaceted, versatile ability. One who is trained in the use of shadow magic can channel power from the Plane of Shadow, holding the energy in a specific patter within their mind, and then allowing that power to flow into the world.

The rules for casting spells, such as range, targets, duration, and concentration all apply to invoking mysteries unless otherwise noted.

While different, shadow magic can interact with more mundane magics. When subject to an effect such as counterspell or dispel magic, apprentice mysteries are treated as second level spells, initiate mysteries are treated as fifth level spells, and master mysteries are treated as eighth level spells.

Growing Power

Many mysteries grow in power as you increase your shadowcaster level. For some, this just means doing more damage. For others, this means a wider array of effects to choose from. Some effects created by mysteries can only be used once you have reached a certain shadowcaster level. These effects are denoted with their required level before the effect name.

Invoking a mystery

Each mystery description includes a block of information including the name of the mystery, the tier, casting time, range, and duration. After that the effects are listed, separated into immediate effects and ongoing effects. An immediate effect is instantaneous. This effect harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant. An ongoing effect remains active, and in most cases requires you to maintain concentration. Concentrating on a mystery is the same as concentrating on a spell.

When you invoke a mystery, choose up to one immediate effect and one ongoing effect. Unless noted otherwise, the immediate effect of a mystery occurs before the ongoing effect begins. If a mystery would target an area or any number of creatures, it targets that area or those creatures for each chosen effect if possible.

Additionally, if a mystery has the casting time of 1 reaction, you may also choose to cast that mystery as an action. If you do, any immediate effect that requires a triggering action fails.


Fundamentals


  • Black Candle: Shroud an area in dim light.
  • Conceal: Hide one object from view.
  • Dancing Shadows: Create simple tricks of shadow.
  • Liquid Night: Create a small amount of ink.
  • Sight Obscured: Gain a benefit to conceal your actions.
  • Umbral Arrow: Fires a shard of hardened shadow.
  • Umbral Grasp: Pull objects toward you.

Apprentice Mysteries


  • Creeping Darkness: Create a moving cloud that hinders creatures physically or mentally.
  • Dark Mantle: Create a shroud of darkness to protect or disguise yourself.
  • Dark Mirror: Dispel or control magical darkness.
  • Dark Terrain: Control the battlefield with grasping shadows or cold fire.
  • Ebon Whispers: Speak and step through conduits of shadow.
  • Eyes in the Dark: Bend your perspective and harm others with a look.
  • Gloaming Dreams: Attack the mind of another creature.
  • Summon Shadow: Create a duplicate of yourself.
  • Touch of Twilight: Damage and debilitate with a touch
  • Umbral Mind: Enhance your mental abilities and project your thoughts as images.
  • Vanishing Act: Erase your tracks and disappear into shadows.

Initiate Mysteries


  • Black Magic: Warp spells and hinder magic.
  • Dark Reflections: Pull twisted reflections of magic from the Plane of Shadow.
  • Eclipsed Visions: Bend shadows to form complex illusions.
  • Ebon Roads: Travel to and through the Plane of Shadow.
  • Elemental Shadows: Shape the world through its reflections in the Plane of Shadow.
  • Investiture of Shadow: Bolster yourself with shadow magic.
  • Unbinding Shade: Unravel the threads of magic that bind another.
  • Walk Amongst Dreams: Enter the dreams of another.

Master Mysteries


  • Breath of Twilight: Debilitate and kill with a thought.
  • Ebon Walls: Imprison others in a never ending nightmare.
  • Eyes of the Night Sky: See into any place that darkness touches.
  • Heart and Soul: Control others through their shadows.

Mystery Descriptions

Black Candle

Fundamental Mystery


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the mystery ends, the object sheds dim light in a 30-foot radius. Non-magical darkness is lightened in the area, while non-magical bright light is dimmed. Completely covering the object with something opaque blocks the light. The mystery ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the mystery.

Black Magic

Initiate Mystery


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Immediate Effect


  • Echo Spell: You reach into the Plane of Shadow for the spiritual reflection a spell that was just cast. If the triggering spell is 4th level or lower and has a casting time of one action or one bonus action, you may use an action on your next turn to cast a copy of it. You choose the spell's targets and make any other choices involved in casting it. You cast it at the same level the triggering spell was cast at. If the echoed spell requires concentration, you may choose to concentrate on it rather than this mystery's ongoing effect. Flood of shadow can't interrupt this spell.
  • Warp Spell: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, make an ability check using your shadowcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
  •         When you successfully counter a spell with this effect, you gain one invocation of an apprentice mystery you know. This extra invocation must be used within 1 hour or it is lost.
Ongoing Effect

  • (Level 11) Flood of Shadow: You fill the air around you with dense shadow magic, disrupting normal spellcasting. Whenever a creature within 10 feet of you casts a spell, they must make an ability check using their spellcasting ability + their proficiency modifier. The DC for this check is your shadow magic save DC. On a successful check, they cast the spell as normal. On a failed check, the spell is suppressed. They may attempt to finish the spell as an action each turn without expending an additional spell slot. The spell slot is lost if they choose not to attempt to cast the spell.
At Higher Levels

The level of spells Echo Spell can copy increases to 5th level when you reach shadowcaster level 11 and to 6th level when you reach shadowcaster level 15.

Breath of Twilight

Master Mystery


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Immediate Effect

  • Winter's Crest: A pulse of freezing energy emanates from a point of your choosing within range. Each creature in a 40-foot-radius sphere around that point must make a Constitution saving throw, taking 12d6 cold damage on a failed save or half as much damage on a successful save.
Ongoing Effect

  • (Level 15) Tormenting Darkness: Magical darkness fills the 40-foot-radius sphere around a point of your choosing within range. Creatures can't see through this darkness, even creatures that can normally see through magical darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area.
  •         Shrieks of agony, gibbering, and howling winds can be heard within the sphere. Whenever a creature starts its turn within the sphere, it must make a Wisdom saving throw. A creature that fails its saving throw is stunned until the start of its next turn.
  •         A creature that fails three saving throws becomes insane for 1 minute. A creature that fails five saving throws becomes permanently insane. In both cases, greater restoration can remove this insanity. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
  • (Level 17) Ephemeral Storm: Howling winds and jagged shards of shadow fill the 40-foot-radius sphere around a point of your choosing within range. Whenever a creature starts its turn within the sphere, it must make a Constitution saving throw. On a failed save, that creature takes 3d6 cold damage and 3d6 slashing damage and is slowed until the start of their next turn. On a successful save, a creature takes half as much damage and is not slowed. A creature killed by this damage is frozen and shattered.
  •         A slowed creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a Bonus Action, not both. Regardless of the creature's Abilities or Magic Items, it can't make more than one melee or ranged Attack during its turn.

Conceal

Fundamental Mystery


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 hour

An object that you touch, no larger than 1 cubic foot, blurs into indistinct shadows. Any creature searching for the concealed item has disadvantage on Intelligence (investigation) and Wisdom (perception) checks to find it.

If you invoke this fundamental multiple times, you can affect up to three objects once each, and you can dismiss such any or all of these effects as an action.

Creeping Darkness

Apprentice Mystery


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

Immediate Effect

  • Trick of the Light: When you invoke this mystery, you have advantage on the first Dexterity (Stealth), Dexterity (Sleight of hand), or Charisma (Deception) check you make before the end of your next turn.
Ongoing Effect

  • Cloying Thoughts: You create an 20 foot radius sphere of invisible fog that hampers thought, centered on a point within range. All creatures standing in the fog have disadvantage on Intelligence(Investigation), Wisdom(Perception), and Wisdom(Insight) checks. As an action, you can move the fog up to 10 feet.
  •         A creature that notices something is wrong can make a Wisdom(Perception) check against your shadow magic save DC to realize it's being mentally effected. Creatures that can't be charmed are immune to this effect.
  • (Level 3) Smoke Screen: You create a 20-foot radius sphere of black smoke centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As an action, you can move the cloud up to 10 feet.

Dancing Shadows

Fundamental Mystery


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You create a harmless shape in the shadows on a wall or floor that lasts for the duration. As an action on your turn, you can command the shape to move in a certain way. The shape can be no larger than a 5 foot square.

If a creature uses its action to examine the shadow, the creature can determine that it is a magical trick with a successful Intelligence (Investigation) check against your shadow magic save DC.


Dark Mantle

Apprentice Mystery


  • Casting Time: 1 reaction, which you take in response to being attacked
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Immediate Effect:

  • Steel Shadows: The shadows about your form harden for an instant. Until the start of your next turn, attacks against you have disadvantage, including the triggering attack. You must choose to invoke this mystery before the attack is rolled.
Ongoing Effect:

  • (Level 2) False Visage: You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the mystery ends or until you use your action to dismiss it. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection.
  • (Level 3) Piercing shadows: When a creature strikes you with a melee weapon attack, that creature takes 1d6 piercing damage.
At Higher Levels

  The damage dealt by piercing shadows increases to 2d6 at level 10, 3d6 at level 15, and 4d6 at level 20.

Dark Mirror

Apprentice Mystery


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Immediate Effect

  • Control Darkness: You attempt to rest control of magical darkness from another creature. Choose an area of magical darkness, some part of which is within range. If the darkness was created by a spell of 2nd level or lower, or by an apprentice tier mystery, you can immediately move the darkness, centered around a point within range. You begin concentrating on that darkness for the remainder of its duration.
  • Dismiss Darkness: You attempt to banish an area of magical darkness back to the Plane of Shadow. Choose an area of magical darkness, some part of which is within range. If the darkness was created by a spell of 2nd level or lower, or by an apprentice tier mystery, that spell or mystery ends. If the darkness was created by a spell of 3rd level or higher, or by an initiate tier mystery or higher, make an ability check using your shadowcaster ability. The DC equals 10 + the spell's level, or 15 for initiate tier mysteries and 18 for master tier mysteries.
Ongoing Effect

  • (Level 3) Create Darkness: Magical darkness spreads from a point you choose within range to fill a 15-foot radius Sphere for the Duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.
  •         If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

Dark Reflections

Initiate Mystery


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 30 minutes

Immediate Effect

  • Shadow Evocation: You pull a twisted reflection of an evocation spell from the Plane of Shadow. Choose an evocation spell of third level or lower from the wizard's spell list with a casting time of 1 action or 1 bonus action. You cast that spell at third level. You choose the spell's targets and make any other choices involved in casting it.
  • Reflections of Divinity: You pull a twisted reflection of a divine spell from the Plane of Shadow. Choose a spell of third level or lower from the cleric's spell list with a casting time of 1 action or 1 bonus action. You cast that spell at third level. You choose the spell's targets and make any other choices involved in casting it.
At Higher Levels

The level of spells Shadow Evocation and Reflections of Divinity can mimic increases to 4th level when you reach shadowcaster level 11 and to 5th level when you reach shadowcaster level 15.

Dark Terrain

Apprentice Mystery


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Ongoing Effect

  • Black Fire: You conjure cold fire across the battlefield. Choose three 5-foot squares within range. Whenever a creature starts its turn within one of those squares, it must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much on a successful one.
  • (Level 3) Clinging Darkness: Grasping tendrils of shadow fill a 20-foot square on ground that you can see within range. For the duration, these shadows turn the ground in the area into difficult terrain.
  •         When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or be restrained until the mystery ends.
  •         A creature restrained by the shadows can use its action to make a Strength saving throw against your spell save DC. On a success, it frees itself.
At Higher Levels

The damage dealt by Black Fire increases to 4d6 when you reach shadowcaster level 7, to 6d6 when you reach shadowcaster level 11 and to 8d6 when you reach shadowcaster level 15.

Ebon Roads

Initiate Mystery


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

Immediate Effect

  • Step into Shadow: You create a conduit through the shadows, traveling to a spot within 300 feet of you. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
  •         You can bring along Objects as long as their weight doesn't exceed what you can carry. This mystery can also transport other willing creatures of your size or smaller who is carrying gear up to its carrying capacity. Those creatures must be within 5 feet of you when you invoke this mystery, and must use their reactions to step through the conduit as it opens.
  •         If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the mystery fails to move you.
  • (Level 9) Pass into Shadow: You and up to eight willing creatures who link hands are transported to or from the Plane of Shadow. If traveling from the Plane of Shadow to any plane but the Material Plane, you must have an item originating from or tuned to the chosen plane. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination.
  •         You can use this mystery to banish an unwilling creature to the plane of shadow. Choose a creature within your reach and make a melee shadow magic attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the Plane of Shadow. A creature so transported must find its own way back to your current plane of existence.
Ongoing Effect

  • (Level 11) Voyage into Shadow: You and up to eight willing creatures who link hands move along the border between the Material Plane and the Plane of Shadow for the duration. Traversing along the twisted reflections of the Material Plane is much faster than traveling through mundane means. You and all creatures with you can travel 100 miles each hour. You may move back into the Material Plane at any time, ending the mystery.
  •         To use this effect, you must be in an area of dim light or darkness on the Material Plane. While the mystery lasts, you and the creatures traveling with you are unable to interact with creatures or objects on the Material Plane.

Ebon Walls

Master Mystery


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Ongoing Effect

  • Prison of Night: You create a 20 foot cube-shaped prison of shadow around an area you choose within range. The walls of this prison prevent any matter from passing through them and block any spells cast into or out of the area. When you invoke this mystery, any creature that is completely inside the prison's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
  •         A creature inside the prison can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the prison, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the prison. On a failure, the creature can't exit the prison and wastes the use of the spell or effect. The prison also extends into the Ethereal Plane, blocking ethereal travel.
  •         Whenever a creature starts its turn within the prison, it must make a Constitution saving throw. A creature takes 2d6 cold damage on a failed save.
  • (Level 15) Tomb of Night: You attempt to send a creature that you can see within range to a harmless demiplane between the Material Plane and the Plane of Shadow. The target must succeed on a Charisma saving throw or be banished.
  •         While banished, the target is incapacitated and does not need to eat, drink, or sleep and does not age. If you concentrate on this mystery for the full duration, the creature remains banished. At the end of every 30 days, the creature can repeat its saving throw against this mystery. If it succeeds on its saving throw, the banishment ends and the creature returns to the space it was banished from, or in the nearest unoccupied space if that space is occupied.
  • (Level 17) Shadow Bind: You channel a pulse of death magic through the shadow of a creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 20d6 necrotic damage and is marked for the duration of the mystery. On a successful save, the target takes half as much damage and isn't marked.
  •         If a creature marked by this mystery would die, it instead becomes incapacitated at 0 hit points and is unable to die for the next minute. During that time, you may use an action to tear the creatures shadow from its body, imprison it with a gemstone worth at least 500gp per Hit Die of the target, and replace it with a shadow of your own making. The creature then regains one hit point and is bound by the mystery. If you do not imprison the creature's shadow within 1 minute, the creature dies.
  •         A creature bound with this mystery retains its personality, hit dice, skill proficiencies, and ability scores, but loses all class features and special attacks, such as a dragonborn's breath weapon or a fighter's extra attack. If a spell or ability would charm or frighten the bound creature, the controller of that spell or ability must make an ability check using its spellcasting ability. The DC for this check is your shadow magic save DC. On a failed check, the spell or ability fails.

  •         The bound creature does its best to obey the commands of whoever holds the gemstone binding its shadow. When not currently following an order, it defends and preserves itself to the best of its ability. A creature holding its own gemstone can command itself. It can't command itself to become stronger or smarter, but can command itself to perform actions, such as forgetting an event or committing to a decision. A creature that attunes to the gemstone containing its shadow regains its class features and special attacks.
  •         If the creature dies, its shadow is pulled from the gemstone and the mystery ends. Dispel magic cast at 9th level, a wish spell, or the Unravel Dweomer effect of the Unbinding Shade mystery invoked by a 17th level shadowcaster can free the creature's shadow by targeting the gemstone. The mystery ends and the creature dies.
  •         A gemstone can only have one shadow bound at a time. If you use a gemstone to bind another creature using this mystery, the mystery ends on the first creature and that creature dies.
  •         This Mystery can't be used against a creature incapable of casting a shadow, such as a ghost or other incorporeal creature. You can use this mystery to bind your own shadow. When used in this way, you do not have to die while marked.

Ebon Whispers

Apprentice Tier Mystery


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Ongoing Effect

  • (Level 3) Pervasive Whisper: You whisper directly to a creature's subconscious mind, planting a simple idea. Creatures that can't be charmed are immune. The target must make a Wisdom saving throw. On a failed save, it performs the action. The action can continue for the entire duration. If the activity can be completed in a shorter time, the mystery ends when the subject finishes what it was asked to do. You can not give a creature a command that is directly harmful to it.
  • (Level 3) Congress of Shadows: You open up conduits of shadow between yourself and a creature you can see within range. While the mystery lasts, both you and that creature can hear what the other is saying. Additionally, as an action, you can hear what the other hears until the start of your next turn. During this time, you are deaf in regard to your own senses.
  • (Level 3) Flicker: You gain the ability to step through conduits of shadow. When you invoke this mystery, and as a bonus action on subsequent turns, you can teleport up to 15 feet. To do this, you must be standing in an area of dim light or shadow.
  •         If you would arrive in a place already occupied by an object or a creature, or in a space filled with bright light, you take 1d6 force damage and the mystery fails to teleport you.
At Higher Levels

The number of creatures Congress of Shadows can target increases to 3 when you reach shadowcaster level 6, 5 when you reach shadowcaster level 9, 7 when you reach shadowcaster level 12, and 9 when you reach shadowcaster level 15.

Eclipsed Visions

Initiate Mystery


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Ongoing Effect

  • Veil of Shadows: For the duration, all creatures in a 10-foot-radius sphere centered on a point or willing creature you choose within range become invisible. Anything a creature within the sphere is wearing or carrying is invisible as long as it is on the creature’s person. This mystery ends for a creature when it leaves the area, or when it attacks, casts a spell, or invokes a mystery.
  •         If this mystery targets a creature, the sphere moves with that creature.
  • Curtain of Shadows: You create a wall of shadow on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall 20 feet in diameter, 20 feet high, and 1 foot thick. Only creatures that can see in magical darkness can see through the wall. The wall lasts for the duration.
  •         When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 cold damage, or half as much damage on a successful save. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn their.
  • (Level 9) Shadow Play: You gather nearby shadows to create a complex illusion of a creature. The creature can be any species or race you have seen, and you control all aspects of its appearance. It appears in a space you can see within range. As an action, you can give the illusion a mental command, which it will follow to the best of its ability. You must be within 100 feet of the illusion to do so.
  •         The illusion can speak and mimic the sounds of creatures, and has limited Intelligence. It can't devise a lie on it's own, but it can be instructed to tell a specific lie, and is capable of elaborating without further commands. To do so, it makes an ability check using your Charisma(Deception) modifier.
  •         Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your shadow magic save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

Elemental Shadows

Initiate Mystery


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Ongoing Effect

  • Aura of Shade: Each creature you choose within range has resistance to fire and cold damage for the duration.
  • Dark Storm: You fill the air above with dark storm clouds. When you invoke this mystery, choose up to 3 creatures you can see within range. Bolts of black lightning strike the targeted creatures. Each creature targeted must make a Dexterity saving throw. A creature takes 3d6 lightning damage and 3d6 cold damage on a failed save, or half as much damage on a successful one. On each of your turns until the mystery ends, you can use your action to call lightning down in this way again, targeting the same creatures or different ones.
  • Winds and Tides: For the duration, you can reach into the Plane of Shadow, shaping the reflection of the world around you and manifesting those changes in an area you choose that is a cube up to 100 feet on a side. Choose one of the following effects when you invoke this mystery. As an action on your turn, you can repeat the same effect of choose a different one.
  • Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
  • Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
  • Gusts: A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that that enter of leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
At Higher Levels

The damage dark storm deals increases to 5d6 lightning damage and 5d6 cold damage when you reach shadowcaster level 11 and to 7d6 lightning damage and 7d6 cold damage when you reach shadowcaster level 15.


Eyes in the Dark

Apprentice Mystery


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Immediate Effect

  • Killing Shadows: Your eyes blacken as a flood of shadow pours out of them. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
Ongoing Effect

  • Bend Perspective: Your shadow moves about on its own, allowing you to see the world from a different location. When you invoke this mystery and as a bonus action on each of your turns, you can switch between seeing through your own eyes or seeing from a point of your choice within range. If you choose both this effect and Killing Shadows, you can have Killing Shadows originate from the chosen point.
  • Piercing Sight: One willing creature of your choice within range gains Darkvision out to 60 feet. Additionally, that creature can see invisible creatures and objects as if they were visible, and can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
At Higher Levels

The damage Killing Shadows deals increases to 6d6 at shadowcaster level 5, to 9d6 at shadowcaster level 9, 12d6 at shadowcaster level 13, and 15d6 at shadowcaster level 17.

Eyes of the Night Sky

Master Mystery


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Ongoing Effect

  • Truth Revealed: You see the world as it is. For the duration, you have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Additionally, you can see any creature within 120 feet, so long as it is not blocked by more than 3 feet of stone, 6 inches of common metal, a thin sheet of lead, or 5 feet of wood or dirt. Creatures appear as a faintly glowing silhouette. Highly alert creatures glow brighter than distracted or sleeping creatures.

  • (Level 15) Peer Through the Veil: You enter a trance in which you can peer through the shadows on any plane. Focus on a creature. The target must make a Wisdom saving throw, which is modified by how well you know the target, the sort of physical connection you have to it, and the light level the creature is in. If the target is on the same plane as you, it has disadvantage on this saving throw. If a target knows you're invoking this mystery, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge - Save Modifier

Secondhand (you have heard of the target) - +5

Firsthand (you have met the target) +0

Familiar (you know the target well) - -5


Connection - Save Modifier

Likeness or picture - -2

Possession or garment - -4

Body part, lock of hair, bit of nail, or the like - -10


Light Level - Save Modifier

Bright Light - +2

Dim Light - +0

Darkness - -2


  •         On a successful save, the target isn't affected, and you can't use this mystery against it again for 24 hours.
  •         On a failed save, you can see and hear through the creature's shadow as if you were there. Their shadow moves with the target as usual, even if it can't be seen. A creature that can see Invisible Objects sees a luminous outline around the shadow.
  •         Instead of targeting a creature, you can choose a location you have seen before as the target of this mystery. When you do, you peer through a shadow of the DM's choice at that location.
  • (Level 17)Reflections of Things to Come: You gain a limited ability to see into the immediate future. For the duration, you can't be surprised and have advantage on ability checks, attack rolls, and saving throws. Additionally, other creatures have disadvantage on attacks against you.
  •         You can use your reaction to discharge this mystery when you are hit by an attack. If you do, the attack misses instead and the mystery ends. You can also use your reaction to discharge this mystery when you fail a saving throw. If you do, reroll the saving throw and the mystery ends. You must use the new roll.

Gloaming Dreams

Apprentice Mystery


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Ongoing Effect

  • Mesmerizing Shade: You create a distracting phantom that seems to exist just beyond a creature's vision. Choose one creature that you can see within range to make a Wisdom saving throw. On a failed save, that creature has disadvantage on attack rolls and Dexterity saving throws for the duration.
  • (Level 3) Sight Eclipsed: You darken a creature's vision, blinding it for a time. Choose one creature that you can see within range to make a Wisdom saving throw. If it fails, the target is blinded for the duration. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the mystery ends.
  • (Level 5) Nightfall: You gain the ability to attack the minds of other creatures directly, filling them with lethargy and lulling them into an unwilling slumber. When you invoke this mystery and as an action on each of your turns until the mystery ends, you can attempt to put a creature within range asleep. The target must make Wisdom saving throw. On a failed save, the creature falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. You can't target a creature that has succeeded a saving throw against this invocation of Gloaming Dreams.

Heart and Soul

Master Mystery


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Immediate Effect

  • (Level 17) Scream of Anarchy: You release a mental shriek, compelling nearby creatures to attack. Each creature within 20 feet of a point you can see within range must make a Wisdom saving throw. On a failed save, a creature uses its next turn to move up to its speed and attack the nearest creature.
Ongoing Effect

  • Compulsion: You attempt to invade the mind of a humanoid within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration.
  •         While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
  •         Each time the target takes damage, it makes a new Wisdom saving throw against the mystery. If the saving throw succeeds, the mystery ends.

  • (Level 15) Puppet: One creature that you can see within range must make a Wisdom saving throw. On a failed save you move to it and hide within its shadow and posses it. While hiding within its shadow, you can not be targeted by any attack, spell, or other effect. Additionally the creature's shadow can not be removed by shining a light on it.
  •         While possessing a creature, you control the creature's body, but don't deprive the target of awareness. You see what the creature sees, hear what it hears, and feel what it feels. When the creature takes damage, you must make a Constitution saving throw to concentrate on the mystery as though you had taken the damage.
  •         The possession lasts until the creature drops to 0 hit points, you use a bonus action to end it, or the mystery ends. When the possession ends, you appear within 5 feet of the creature in an unoccupied space of your choice. If the possession ends for any reason other than you used a bonus action to end it, you fall prone within that space.

Investiture of Shadow

Initiate Mystery


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Ongoing Effect

  • Discretion: You gather the shadows about your form, gaining the following benefits for the duration:
  • You are invisible. Anything you are wearing or carrying is invisible as long as it is on your person.
  • You have a flying speed of 30 feet.
  • You can use your action to discharge this mystery. When you do, you teleport to a space within 100 feet of you that you can see and the mystery ends.

  • (Level 11) Valor: You gather the shadows about you into a terrifying winged visage. For the duration you gain the following benefits:
  • You are immune to cold damage and have resistance to fire and radiant damage.
  • You have a flying speed of 30 feet.
  • Your attacks deal an additional 1d6 cold damage.
  • You can use your action to discharge this mystery. When you do, each creature within 15 feet of you must make a Wisdom saving throw. On a failed saving throw, a creature takes 6d6 psychic damage and is frightened until the end of its next turn.

Liquid Night

Fundamental Mystery


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You reach into nearby shadows and pull out a small supply of ink. As an action, you can fill a container with enough ink to fill a single page. You can also create the ink directly on a surface, writing up to ten words with a single invocation of this fundamental.


Sight Obscured

Fundamental Mystery


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the fundamental ends, the target can roll a d6 and add it to a Dexterity (Stealth), Dexterity (Sleight of hand), or Charisma (Deception) check of their choice. It can roll the die before or after making the ability check. The fundamental then ends.

Summon Shadow

Apprentice Mystery


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Immediate Effect


  • (Level 5) Transpose Shadow: You switch places with your shadow. Your shadow must be within 100 feet. When you use this effect as a reaction, any attack or spell that would have targeted you instead targets your shadow, and any attack or spell that would have targeted your shadow instead targets you.
  • Freezing Grasp: You move your shadow up to thirty feet to an unoccupied space you can see and make a melee shadow magic attack against one creature within five feet of it. On a successful hit, the target takes 2d6 cold damage.
Ongoing Effect

  • Doppleganger: You create a shadowy copy of yourself in an unoccupied space that you can see within range. The shadow is an object that has an AC of 10 and hit points equal to half your hit point maximum. If it drops to 0 hp, the mystery ends.
  •         While the mystery lasts, you may use a bonus action on each of your turns to use Transpose Shadow or Freezing Grasp. Additionally, you may use Transpose Shadow as a reaction to you or the shadow being targeted by an attack or spell.
At Higher Levels

The damage dealt by Freezing Grasp increases to 2d6 at shadowcaster level 5, 3d6 at shadowcaster level 9, 4d6 at shadowcaster level 13, and 5d6 at shadowcaster level 17.

Touch of Twilight

Apprentice Mystery


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Immediate Effect

  • Life Fades: Make a melee shadow magic attack against a creature you can reach. On a hit, the target takes 3d8 necrotic damage.
Ongoing Effect

  • Flesh Fails: The creature hit by Life Fades must make a Constitution saving throw. On a failed save, the creature gains one level of exhaustion for the duration. If you concentrate for the full duration, the level of exhaustion remains after the mystery ends.
  • Spirit Falters: The creature hit by Life Fades must make a Constitution saving throw. On a failed save, the creature is slowed for the duration. The creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
  •         A creature affected by this spell makes another Constitution saving throw at the end of its turn. On a successful save, the mystery ends.
At Higher Levels

The damage dealt by Flesh Fails increases to 5d8 at shadowcaster level 5, 7d8 at shadowcaster level 9, 9d8 at shadowcaster level 13, and 11d8 at shadowcaster level 17. Additionally, at shadowcaster level 9, Flesh Fails causes 2 levels of exhaustion, or 1 on a successful saving throw.

Umbral Arrow

Fundamental Mystery


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You fire a shard of hardened shadowstuff at a creature within range. Make a ranged shadow magic attack against the target. On a hit, the target takes 1d8 piercing damage. This fundamental counts as a ranged weapon for the sneak attack class feature.

This fundamental's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Umbral Grasp

Fundamental Mystery


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You create a long tendril of shadow that lashes out at your command toward a creature or unattended object in range. A large or smaller creature targeted by this fundamental must make a Strength saving throw. On a failure, that creature is pulled up to 10 feet closer to you. An object weighing no more than 30 pounds targeted with this fundamental is pulled up to 30 feet you.

Umbral Mind

Apprentice Mystery


  • Casting Time: 1 reaction, which you take in response to a creature within range speaking
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 hour


Immediate Effect

  • Pierce Lies: When you invoke this mystery, you immediately know if one statement spoken within range was truth or a lie.
Ongoing Effect

  • (Level 3) Thoughts of Shadow: You bestow one target creature within range with enhanced mental capabilities. For the duration, that creature has advantage on your choice of Charisma, Intelligence, or Wisdom Checks.
  • Hinder Duplicity: For the duration, all other creatures within range have disadvantage on Charisma(Deception) and Charisma(Intimidation) checks.

Unbinding Shade

Initiate Mystery


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Immediate Effect

  • Shadows Fade: You touch a creature within reach. Any spell of 4th level or lower and any apprentice tier mystery on the target ends. For each spell of 4th level or higher or Initiate tier mystery, make an ability check using your shadowcasting ability. The DC equals 10+ the spell's level, or 15 for initiate tier mysteries. On a successful check, the spell or mystery ends.
  • Dismiss into Darkness: Make a melee shadow magic attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). Undead are sent to the Plane of Shadow, and fey are sent to the Feywild.
  • (Level 11) Unravel Dweomer: You touch a creature within reach. Each effect causing the creature to be charmed, frightened, paralyzed, petrified, or possessed ends. This effect also ends any spell that says it can be ended by the Greater Restoration spell, such as Feeblemind and Modify Memory.

Vanishing Act

Apprentice Mystery


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Immediate Effect

  • Hide Tracks: You release a wave of shadow magic that travels in every direction, blurring the presence of creatures in the area. All footprints, scents, and similar signs of passing within range fade from view.
Ongoing Effect

  • (Level 3) Hideaway: You create a small doorway in an area of shadow within range. The doorway looks no different than the area surrounding it, though True Seeing or a similar effect reveals the area as transparent.
  •         You can only make the doorway as large as the shadow you touch, and it must be no smaller than a 2 foot square. A creature that walks through the doorway finds themselves in a simple extradimensional space. Attacks and spells can't cross through the doorway, but creatures inside can see out of it. The space is large enough to hold eight medium or smaller creatures.
  •         The doorway and the area beyond last for the duration. Light can not remove the shadows from the doorway, but can remove the surrounding shadows, revealing the exact location and shape of the doorway. Anything inside the space is ejected to the nearest unoccupied space when the mystery ends.
  • (Level 3) Silent as a Shadow: For the duration, each creature you choose within range (including you) has a +10 bonus to Dexterity (Stealth) checks.

Walk amongst dreams

Initiate Mystery


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 Hours

Immediate Effect

  • Waking Sleep: One willing creature you touch immediately falls asleep. While asleep, the creature's consciousness leaves its body and exists within an identical but incorporeal dream body. It gains a flying speed of 30 feet and is invisible. It can pass through solid objects, but can not interact with the material world in any way.
  •         A creature can use it's action to wake up, ending the mystery. The mystery also ends and the creature wakes if the creature's real body takes damage, or if the dream body is targeted by a dispel magic spell or similar effect.

Ongoing Effect

  • Dream: A creature affected by Waking Sleep can use its action to enter the dreams of another sleeping creature and deliver a message. It can enter the dreams of a target creature it can see, or those of a creature it knows that is asleep on the same plane. The creature appears in the the target's dreams and can converse with the target as long as it remains asleep, through the duration of the mystery. The target recalls the dream perfectly upon waking.
  • (Level 9) Nightmare: A creature affected by Waking Sleep can use its action to enter the dreams of another sleeping creature and create a nightmare. It can enter the dreams of a target creature it can see, or those of a creature it knows that is asleep on the same plane. The creature appears in the the target's dreams as a monstrous entity and can deliver a message of no more than ten words. The target must then make a Wisdom saving throw. On a failed save, the nightmare takes root and lasts for the duration of the target's sleep, preventing it from gaining any benefit from that rest.
  •         Once this effect has been used, it can't be used again with the same invocation of this mystery.

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