Shades

As with those touched of an Outsider's bloodline, these are largely Human by a casual glance. However the Shades have been touched to their core with the Shadowfell's power. Where some are the child of a pregnancy
that spent too long in the Plane of Shadow,
some are born of magical experimentation,
others are blood-descendents of the Shadovar,
a branch of the ancient Netheril empire which
escaped destruction by fleeing into
the Shadowfell, where they ultimately
mutated to gain innate Shadow Magic
abilities, and others still are connected
to the Raven Queen's Shadar-kai,
finally, some come into this as
ordinary mortals that survived
too long on a Plane bent
on their erasure.

However they came to be, the Shades are
often thought to be demi-dead, existing
in a half way state between Undeath and Life.

Many shades have dulled, or even muted emotions, this is not to say the are entirely devoid of emotion, they are however far less influenced by their emotions. Additionally, it is not unusual for shades to suffer from psychosis or paranoia.

Shades tend to have an appearance somewhat resembling that of a recent corpse, but overall their bodies function very similar to the average human with only minor traits to distinguish the two visually, most prominently being paler skin and milky eyes.

Both Thultanthar in Faerûn and its twin city Gloomwrought in the Shadowfell were Netherese centres of power where many Shades could be found, between the Shadovar, Shadar-kai, and mutated Humans the mix within these cities was rather heavily Shade rather than Human in fact. Where in most cities you would be hard pressed to find a Shade without them advertising their presence, in Thulranthar and Gloomwrought they were around nearly every corner.

The Shadovar, "of the shades" in Loross, were an enclave of Wizards stationed for generations within the Plane of Shadow and ruled Thultanthar. In 1487 DR, Thultanthar was brought to ground by Elminster Aumar. It fell upon Myth Drannor, destroying both cities. This has left refugees in the Cormanthor region of central Faerûn.

Many Shades are known to worship Shar, Mistress of the Night, and to favour two-weapon fighting styles. Some favour the Raven Queen. Their shadow-tainted nature need not influence their worship however, free will still dominates their nature.

Shade Names

Many of those who are born of Shade bloodlines can trace their line to the Shadovar of the Netheril. Those who embrace this heritage favour Netherese names. Netherese names being loosely inspired by Latvian and Lithuanian names.

Male

Aglarel, Brennus, Clariburnus, Dethud, Draethren, Durbela, Eluraunt, Escanor, Hadrhune, Helgore, Herzgo, Keevosen, Lamorak, Leevoth, Lhaaril, Maerandor, Malath, Mattick, Melegaunt, Naerlus, Ovith, Rivalen, Tamlin, Tantoras, Tarchamus, Telamont, Thamalon, Vattick, Yder

Female

Aithe, Alaethe, Alashar, Avelyere, Baetrima, Chalan, Chinara, Diamone, Eerika, Faralle, Kharinus, Leira, Lelavdra, Manarlume, Oloma, Phaele, Rimgaile, Rhyalle, Sarade, Sharene, Tavalin, Vosthyl, Xarene

Family

Alegni, Avhoste, Bartkus, Darants, Gedreghost, Irbe, Jasaitis, Kauss, Malabrak, Maurmeril, Nihili, Priede, Tanthul, Stamaraster, Strolia, Venclova, Zirnis, Zorastryl

Races - Shades

Shade Traits (3)

As a Shade you gain the following racial traits:

Ability Scores. (3) +2 Dexterity, +1 Constitution

Size. Shades are about the same size as humans. Your size is Medium.

Speed. (-.5) Your base walking speed is 25 feet.

Age. Early in life shades mature at the same rate as humans, however at adulthood that process grinds to a near halt. Shades live about ten times as long as humans, ancient shades have been observed reaching as much as 1100 years old.

Darkvision. (.5) Thanks to your shadowed heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages. Common, Netherese or Loross

Variant Features

Within the shades there are traits which frequently occur, but no two shades are completely alike in nature. Select a Quirk from each table, as well as 2 of the following traits, you may only select one of the, "Magic," options:

Ethereal Eyes. (.5) You can see ethereal beings and objects naturally and continually.

Ghost Touch. (1) Your melee attacks ignore the normal penalties when attacking incorporeal targets.

Necrotic Resistance. (.5) You have resistance to necrotic damage.

Mask of Shadows. (.5) While obscured by shadows you have advantage to attempts to hide and Stealth checks.

Shadow Stride. (1) Wile obscured by shadows and without having moved yet on your turn, as an Action, you can vanish from your current location and reappear in any shadowy area you can see within 90 feet, doing so reduces your movement speed to 0 until the beginning of your next turn. You can only carry with you the items in your possession, and not other creatures.

Shadow Thief. (1) You gain proficiency with Stealth and Slight of Hand.

Shadow Control Magic. (1.5) You know the Prestidigitation cantrip, however all visual effects appear as smoke and shadows. When you reach 3rd level, you can cast the False Life spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the Darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.

Shadow Slayer Magic. (1.5) You know the Chill Touch cantrip. When you reach 3rd level, you can cast the Inflict Wounds spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the Pass without Trace spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.

Shadow Stalker Magic. (1.5) You know the Primal Savagery cantrip, however, rather than dealing acid damage, the spell deals necrotic damage for you. When you reach 3rd level, you can cast the Silent Image spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the Blur spell once per day; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.

Shade Physical Quirks
D6 Quirk
1 Small streams of shadow drift from me as I move.
2 My shadow blends outward, reaching for neighboring shadow to grasp.
3 My eyes glow eerily in the dark.
4 When I sleep, my shadow continues moving as though bored.
5 My hair moves about as though blown in the wind regardless of the weather.
6 When spilt my blood is a black ichor that quickly fades as an acrid smoke.
Shade Mental Quirks
D6 Quirk
1 I am nervous in bright lights, what if I disappear like a shadow?
2 I follow along with what others do, it is soothing to echo other peoples' actions.
3 I ritualistically cut myself daily to make sure I feel alive.
4 I am afraid of the dark, I've seen what it can do. The shadows are coming for me.
5 I run head on into danger, only then can I keep my mind sharp.
6 The suffering of others is nothing compared to my own.

Using the 5e Race Creating Guide:

Ideal 5.5
Base score: 3
Variant range 1-2.5
Final range 4-5.5

Races - Shades