Shadowcaster

A gnome wizard's eyes widen with shock and surprise as his spell fizzles from his mind into nothingness. His opponent, a gaunt looking half elf in dark robes, grins with delight at his misfortune, as his own shadow saps the color and life from within.

Leaning back on his chair, a man in plain clothing smiles as his shadow flickers and grows behind him, slowly devouring every source of light in the room.

Breathing slowly, a dwarf raises her hand. Two bolts of shadowstuff fly out of an open palm towards a kobold warrior, phasing through its armor and knocking it out cold in an instant.

Shadowcasters are practicioners of alien magic, which in some unremembered realms is known as the shadow weave. Jealously coveted by secret factions and cults, shadow magic is a rare form of magic based on the echoes and reflections of magical energies. Devoting themselves to the shadowfell and various powers of darkness, Shadowcasters, also known as shadow adepts, strive to expand their abilities and further attune themselves to the powers of shadow.

The Shadowcaster
Level Proficiency Bonus Features Fundamentals Known Paths Known Reserves
1st +2 Shadow Magic, Umbral Adaptation (30ft Darkvision) 2 2 2
2nd +2 Archetype 2 2 3
3rd +2 2 2 7
4th +2 Ability Score Improvement 3 2 8
5th +3 Umbral Adaptation (Bonus action Hide, 1 hr sleep, 1meal/wk) 3 3 13
6th +3 Archetype Feature 3 3 16
7th +3 3 3 19
8th +3 Ability Score Improvement 3 3 22
9th +4 Umbral Adaptation (Skill proficiency, Expertise in Stealth) 3 4 28
10th +4 Archetype Feature 4 4 32
11th +4 Shadow Arcanum (6th Level) 4 4 36
12th +4 Ability Score Improvement 4 4 39
13th +5 Shadow Arcanum (7th Level), Umbral Adaptation (Immune to poisons and disease, 60ft Darkvision) 4 5 41
14th +5 Archetype Feature 4 5 44
15th +5 Shadow Arcanum (8th Level) 4 5 47
16th +5 Ability Score Improvement 4 5 49
17th +6 Shadow Arcanum (9th Level) 4 6 53
18th +6 4 6 57
19th +6 Ability Score Improvement 4 6 62
20th +6 Umbral Transformation 4 7 66

Class Features

As a Shadowcaster, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbow
  • Tools: None

  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose three from Arcana, History, Deception, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) scholar's pack or (b) explorer's pack
  • Leather armor and two daggers

Shadow Magic and Paths

A shadow magic path is a guiding principle towards one method of shadow magic that allows the shadowcaster to will raw energies from the shadowfell into being. These principles are divided into two categories: apprentice and initiate paths. A Shadowcaster masters only a few paths at a time.

At 1st level, you know two apprentice paths of your choice. You learn additional paths of your choice at higher levels, as shown in the paths known column of the Shadowcaster table. You must be at least 5th level to learn an Initiate path.

In addition, whenever you gain a level in this class, you can replace one path you know with a different one of your choice. You can replace an apprentice path with an initiate path, but only if you are at least 5th level.

Fundamentals

A fundamental is a very basic principle of shadow that you have mastered. You know two fundamentals of your choice from the shadowcaster fundamentals list. You learn additional shadowcaster fundamentals of your choice at higher levels, as shown in the Fundamentals Known column of the Shadowcaster table.

Shadow Magic Reserves

You have an internal reservoir of energy that can be devoted to the paths of shadow magic you know. This energy is represented by reserve points. Each path describes effects you can create with it by spending a certain number of reserve points. Fundamentals require no reserve points.

The number of reserve points you have is based on your shadowcaster level, as shown in the Reserves column of the Shadowcaster table. The number shown for your level is your reserve point maximum.

Your reserve point total returns to its maximum after you finish a long rest. The number of reserve points you have can't go below 0 or over your maximum.

Mysteries

You can focus on one of your shadow magic paths to draw ongoing benefits from it. During a short or long rest or at the beginning of the day as an action, you can choose one of your shadow magic paths and gain its mystery benefit, which is detailed in that path’s description. The benefit lasts until you are incapacitated or until you use another action during a short or long rest to choose another mystery benefit. You can have only one mystery benefit at a time.

Shadow Magic Ability

Intelligence is your mystery ability for your shadowcaster abilities, so you use your Intelligence whenever an ability refers to your shadow magic ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a shadowcaster ability you use 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

Umbral Adaptation

At 1st level, your connection to the shadowfell begins to physically alter you. These changes occur again at 3rd level, 5th level, 7th level, 9th level, 11th level, and again at 13th level.

At 1st level you gain Darkvision out to 30 feet. If you already have darkvision, it is increased by that amount.

At 5th level, you can use a bonus action to Hide on your turn. Furthermore, you need only 1 hour of sleep per day and need to eat and drink only one meal per week. You still need to take the normal 8 hours to get the benefits of a long rest.

At 9th level, you gain proficiency in the Stealth skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Arcana, Deception, History, Investigation, Perception, Persuasion, or Sleight of Hand. Your proficiency bonus is doubled for any ability check that you make that uses Stealth.

At 13th level, you become immune to poisons and disease, as well as the poisoned condition.Furthermore, your Darkvision is increased by an additional 30 feet.

Archetype

At 2nd level, you choose an archetype that you emulate in the exercise of your shadowcaster abilities: Noctumancer or Shadowblade, each detailed at the end of the class description. Your archetype choice grants you features at 2nd level, then again at 6th, 10th, and 14th.

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 and ability score above 20 using this feature.

Shadow Arcanum

At 11th level, Choose one 6th-level arcanum from the Shadowcaster arcanum list. You can cast your arcanum once without expending any Shadow Magic points. You must finish a long rest before you can do so again.

At higher levels, you gain more Shadowcaster arcanum of your choice that can be cast in this way: one 7th-level arcanum at 13th level, one 8th-level arcanum at 15th level, and one 9th-level arcanum at 17th level. You regain all uses of your Shadow Arcanum when you finish a long rest.

Umbral Transformation

At 20th level, the shadowcasters connection to the shadowfell or plane of shadow alters their physical form into a denizen of the shadows. You gain the following features:

Damage resistances: You gain resistance to necrotic damage.

Living Shadow: While in dim light or darkness, the shadowcaster has resistance to damage that isnt force, psychic, or radiant.

Life's Twilight: When a humanoid would be reduced to 0 hit points by one of your abilities, it dies, and an undead shadow rises from its corpse and acts immediately after the shadowcaster in the initiative count. The shadow is under the shadowcaster's control. You may only raise a number of shadows in this way equal to half your Intelligence modifier, rounded up. The DM has the creature's statistics.

Finally, you no longer need food, drink, air, or sleep.

Archetypes

Noctumancer

Emulating the Noctumancer archetype means specializing in the superior disruption of dark magic. As you study the Noctumancer lore, you learn specialized techniques for fighting other magics you face, from ancient curses to arrogant sorcerers.

Arcane Study

At 2nd level, you have studied the arcane and have learned how to mimic certain disciplines.

Choose one first level spell Conjuration, Illusion, or Necromancy spell from the wizard spell list. You may cast this spell once per short rest.

At 8th level, you learn an additional 4th level or lower spell. At 14th level you learn one 7th level or lower spell usable once per long rest.

Capture Magic's Shadow

At 6th level, you learn the Black Magic and Unbinding Shade shadow magic paths. If you already have either one, you may choose another path instead.

Eldritch Disruption

Beginning at 10th level, you can use an action to disrupt the magical energies of a single target within 60 feet.

That target must make a Wisdom saving throw against your Shadow Magic save DC. On a failed save, for 1 minute or until your concentration is broken (as if you were concentrating on a spell), it receives disadvantage on its spellcasting ability checks and spell attacks. You gain advantage on your Shadow Magic ability checks and spell attacks. The target may make a new save at the beginning of each of its turns. Once you use this feature, you can't use it again until you finish a long rest.

Eldritch Vortex

At 14th level, your Eldritch Disruption ability becomes a 20ft radius sphere at a point within 60 feet. Furthermore, you gain temporary immunity to any spell dispelled or countered by means of your Warp Spell or Shadows Fade ability. For 1 minute, you automatically succeed any saves or checks related to the spell and you are immune to damage caused by that spell.

Shadowblade

Emulating the Shadowblade archetype means specializing in the manipulation of darkness and shadow to enhance your combat skill. Shadowblades learn to target weak points, land blows that should not strike true, and even attack foes who are paces away.

Bonus Proficiencies

When you first become a shadowblade at 2nd level, you gain proficiency with medium armor, shields, and martial weapons.

Unseen Weapon

Beginning at 2nd level, you learn how to envelope your weapon in shadows for various effects. As a bonus action, you can activate one of the following powers of your unseen weapon.

Unerring Strike: Your next attack doesn't have disadvantage.

Unexpected Strike: If you hit your target with an attack, until the beginning of your next turn, the next attack an ally makes on that target has advantage.

Far Shadow: Your melee reach is increased by 5 feet on your next attack.

Extra Attack

At 6th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Cloak of Shadows

At 10th level, you can dodge as a reaction to an attack.

Master of Mystery

At 14th level, you have mastered the art of weaving shadow magic and weapon use into a single harmonious act. When you use an action to cast a shadow magic ability, you can make one weapon attack as a bonus action.

Fundamentals

  • Ribbon of Dusk
  • Bend Perspective
  • Black Candle
  • Cowl of Shadow
  • Shadow Hood
  • Sight Obscured
  • Umbral Hand
  • Wither

Apprentice Paths

Armor OF SHADOWS
  • Steel Shadows
  • Sight Eclipsed
  • Sharp Shadows
DARK TERRAIN
  • Carpet of Shadow
  • Black Fire
  • Clinging Darkness
EBON WHISPERS
  • Voice of Shadow
  • Congress of Shadows
  • Flicker
EYES OF DARKNESS
  • Piercing Sight
  • Killing Shadows
  • .
  • .
NIGHT'S LONG FINGERS
  • Quicker than the Eye
  • Trail of Haze
  • Umbral Fist
SHUTTERS AND CLOUDS
  • Shadow Skin
  • Dancing Shadows
TOUCH OF TWILIGHT
  • Life Fades
  • Flesh Fails
  • Umbral Touch
UMBRAL MIND
  • Mesmerizing Shade
  • Thoughts of Shadow
  • Afraid of the Dark

Initiate Paths

BLACK MAGIC
  • Warp Spell
  • Echo Spell
BODY AND SOUL
  • Bolster
  • Languor
DARK REFLECTIONS
  • Shadow Evocation
  • Feign Life
DARKENED ALLEYS
  • Fearful Gloom
  • Sickening Shadow
EBON ROADS
  • Step into Shadow
  • Pass into Shadow
ELEMENTAL SHADOWS
  • Aura of Shade
  • Dark Air or Water
UNBINDING SHADE
  • Shadows Fade
  • Unravel Dweomer
Veil of Shadows
  • Shadow Vision
  • Curtain of Shadows

6th Level Shadow Arcanum

  • Deadly Shade
  • Flood of Shadow
  • Greater Shadow Evocation
  • Greater Shadows Fade
  • Shadow Investiture
  • Shadow Storm
  • Unveil
  • Voyage Into Shadow

7th Level Shadow Arcanum

  • Dark Soul
  • Ephermeral Image
  • Grasping Shadows
  • Life Fades Greater
  • Prison of Night
  • Summon Umbral Servant
  • Truth Revealed

8th Level Shadow Arcanum

  • Far Sight
  • Greater Flesh Fails
  • Menagerie of Darkness
  • Shadow Plague
  • Soul Puppet
  • Tomb of Night
  • Umbral Body

9th Level Shadow Arcanum

  • Army of Shadow
  • Black Labyrinth
  • Consume Essence
  • Ephermeral storm
  • Relections of Things to Come
  • Shadow Surge
  • Shadow Time

Shadow Magic Paths

Shadow magic paths are the heart of a Shadowcaster's craft. They are the mental exercises and secret formulae used to forge inner will into tangible effects.

Using a Path

Each path has a number of ways you can use it, all contained in its description. The path specifies the type of action and number of reserve points needed to use its effect options. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on.

The following sections go into more detail on using a path.

Mysteries

The Mystery section of a path describes the benefit you gain when you choose that path for your mystery.

Effect Options and Reserve Points

A path provides different options for how to use it with your reserve points. Each effect option has a name, and the reserve point cost of that option appears in parentheses after its name. You must spend that number of reserve points to use that option. If you don’t have enough reserve points left, you can’t use the option. Each option notes specific information about its effect, including the action required to use it (if any), its range, and whether it requires concentration. If an option doesn’t state that it is used as an action, a bonus action, or a reaction, using it requires no action.

Components

Paths don’t require the components that many spells require. Using a path requires no spoken words, gestures, or materials. The power of Shadow Magic comes from the mind.

Duration

An option in a path specifies how long its effect lasts.

Instantaneous. If no duration is specified, the effect of an option is instantaneous.

Concentration. Some effect options require concentration. This requirement is noted with a “C” after the option’s reserve point cost. Concentrating on a path follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a path at the same time, nor can you concentrate on two paths at the same time.

Targets and Areas of Effect

Shadow Magic paths use the same rules as spells for determining targets and areas of effect. See chapter 10, “Spellcasting,” of the Player’s Handbook.

Saving Throws and Attack Rolls

If a path requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your Shadow Magic ability.

Some paths require you to make an attack roll to determine whether the path’s effect hits its target. The attack roll uses your shadow magic ability.


Combining Shadow Magic Effects

The effects of different Shadow Magic Paths add together while the durations of those disciplines overlap. Likewise, different options from a single path combine if they are active at the same time. However, a specific option from a path doesn’t combine with itself if that option is used multiple times. Instead, the most potent effect, usually dependent on how many reserve points were used to create the effect, applies while the durations of the effects overlap. Shadow magic paths and magic are separate effects, and therefore their benefits and drawback overlap. A shadow magic effect that reproduces a spell is an exception to this rule (see “Shadow Magic Paths and Magic” below, as well as “Combining Magical Effects” in chapter 10, “Spellcasting,” of the Player’s Handbook).

Shadow Magic and Magic

Shadow Magic and Magic are two distinct forces. In general, an effect that affects a spell has no effect on a shadow magic effect. There is one important exception to this rule. A shadow magic effect that reproduces a spell is treated as magic. A shadow magic effect reproduces a spell when it allows a creature or character to cast a spell. In this case, Shadow Magic taps into magic and manipulates it to cast the spell.

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Shadow Magic Descriptions

Fundamentals

Ribbon of Dusk

A ribbon of shadow springs from your hand, draining vitality where it strikes.

A target within 60ft must succeed a Dexterity save or take 2d4 necrotic damage as an action. If this spell would reduce a creature to 0 hp, they are automatically stabilized.

You may strike with additional ribbons when you reach higher levels: two ribbons when you reach 5th level, three at 11th level, and four ribbons at 17th level. You can fire the ribbons at the same target or at different targets. Targets make a single save for all ribbons targeting them.

Bend Perspective

You send your vision through shadow and into planar reflections, altering your point of view. For as long as you concentrate, up to one minute, the shadowcaster can set a point in any shadow within 30 ft. and in line of sight and see from that point at will. You can switch between your normal eyes and Bend Perspective as bonus action and take an action to move Bend Perspective’s location up to 10 ft.

Black Candle

You create or destroy ambient shadows. You touch an object which becomes the source of an area of darkness or light in a 30 ft radius for as long as you maintain concentration. The fundamental reduces the light level by one step, from bright light to dim light, and from dim light to darkness, or increases the light level by one step. Black candle does not stack with other magical effects, and any other magical effect that adjusts darkness or light that is higher level than black candle removes the effect in that area. Nonmagical light sources cannot raise the light level in an area affected by Black candle.

Caul of Shadow

Protect yourself or others with an aura of darkness. As an action, choose a creature within 30 ft. The next attack targeting them has disadvantage.

Shadow Hood

Shadows manifest near the targets heads, distracting them. Choose a point within 30ft as an action. For as long as you concentrate, up to one minute, targets receive disadvantage on the next ability check they make in a 5ft radius around that point. The targets can roll a Wisdom saving throw at the beginning of each of its turns. If it succeeds, the fundamental ends.

Sight Obscured

You subtly shift shadows to take the form of anything you desire. This fundamental functions as the spell minor illusion.

Umbral Hand

You clench your hand, and a shadowy hand mirrors your movements. This fundamental functions as the spell Mage Hand.

Wither

As an action, you siphon the very essence of the creatures you can see in a 10ft cone. The creatures must make a successful Constitution saving throw or take 1d6 necrotic damage and have disadvantage on the next ability check it makes before the end of its next turn. The fundamental’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Apprentice Paths

Armor of Shadows

Mystery

While focusing on this path, while concentrating on an ability, you may get a +1 to AC. If the ability targets one creature, you may have that creature get +2 to AC instead.

Steel Shadows (1-3)

Darkness coalesces around your body, forming a shadow-shape of armor. Although it's as weightless as the air, you know it’ll protect you as well as if it were made from steel.

As a reaction when you are attacked, you gain a +2 bonus to AC for each point spent on this ability.

Sight Eclipsed (3, C)

You cloak yourself in shadow and shift light that would reveal you into Plane of Shadow.

For up to one minute, the target creature you touch can take the hide action while observed, as long as they’re not in direct light.

Sharp Shadows (5)

You cloak yourself in sharp spikes of darkness. Although they’re weightless and do nothing to impede you, your foes soon discover they’re not so lucky.

For the next 10 minutes, enemies striking you in melee take 2d6 piercing damage. Enemies wielding reach weapons (natural weapon with reach does not count) are not affected unless they attack within 5 ft. of you. Damage dealt is not considered magical for purposes of damage reduction but does not count as a weapon for any effects or spells.

Dark Terrain

Mystery

While focusing on this path, you ignore penalties for difficult terrain.

Carpet of Shadow (1-5)

The ground becomes rough and hazardous, the real floor superimposed with irregular terrain of the Plane of Shadow.

Up to three 5ft. squares within 60 ft per reserve point spent cost twice as much movement to traverse for 10 minutes. This stacks with difficult terrain already in place.

Black Fire (3, C)

You open a conduit to Plane of Shadow, drawing it’s elements to the world and igniting black flame onto the ground.

You create a wall of black fire up to 30 ft. long, 5 ft. wide, and 5ft. tall within 60 ft that can follow any path as long as each square touches at least 1 other square of Black Fire for up to one minute. Creatures starting their turn in an affected area or passing through the affected area take 3d6 cold damage and have their speed reduced by 10 feet. Creatures can make a dexterity save for each 5 ft. they move through to negate the damage.

Clinging Darkness (7, C)

Shadow oozes out of the floors, the walls, even the air, filling area with wisps of writhing blackness. Creatures in the area become coated with these clinging shadows.

All enemies entering or starting turn within a 20 ft. square within 90ft must make a strength save or become restrained for up to one minute. Restrained targets can spend an action to make a dexterity save to free themselves.

Ebon Whispers

Mystery

While focusing on this path, you can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to only one creature at a time.

Voice of Shadow (1)

By speaking via a conduit through the Plane of Shadow, you deliver a commanding message.

This mystery can either be used as the spell Command, or alternatively force target undead or construct make a wisdom save or be incapacitated for 1 round.

Congress of Shadows (2)

You look towards your shadow and speak a few words, knowing that some distance away, the subject hears them and might respond.

You can telepathically transmit message of up to 15 words to the target, up to 10 miles away, if you know their general location. The shadowcaster knows if the message does not reach the intended target. The target can respond in same manner and automatically recognizes the sender if they know the caster.

Flicker (7, C)

You flash through conduits and pathways of Plane of Shadow, manifesting in multiple locations in real world.

For up to one minute, the shadowcaster can use a reaction to instantly teleport 30 ft. to any visible location. If this is a reaction to an attack, the attack has disadvantage.

Eyes of Darkness

Mystery

While focusing on this path, you gain the ability to see through magical darkness equal to your darkvision.

Piercing Sight (3)

You view the shadow reflection of the world around you, allowing you to penetrate darkness and mystical obstructions.

This mystery functions like the spell See Invisibility and in addition provides darkvision to 60 ft for one hour.

Killing Shadows (7)

Your eyes turn black and shoot forth a cone of punishment.

Affected targets in a 30ft cone must make a wisdom save, taking 6d6 necrotic damage on failed save, half as much on a successful save.

Night's Long Fingers

Mystery

While focusing on this path, you gain proficiency in thieves' tools.

Quicker Than the Eye (1, C)

A faint layer of shadow flows like ink over your hands, staining them pitch black -- and then, in an instant, they appear normal once more.

You gain advantage with sleight of hand checks for up to 10 minutes. In addition, you can attempt sleight of hand with Umbral Hand as per the Rogue Arcane Trickster archetype feature Mage Hand Legerdemain.

Trail of Haze (2)

At your touch, the target seems almost to leak. A tiny plume of jet-black mist emerges from his flesh, first in a trickle, then an ever-increasing stream.

Create an illusionary trail of shadow that only you can see, leading from the subject to you for up to two hours. If the target gets further than 5 miles from you, the spell ends.

Umbral Fist (5, C)

Your hand turns jet black and seems to flicker as tiny wisps of shadow constantly leak from between your fingers and disappear.

For up to one minute, or until you lose concentration, You can make a shove, grapple, or disarm action against any foe within 60ft. You must use an action on subsequent turns to maintain the grapple. Substitute your proficiency + your spellcasting ability modifier for your Strength (Athletics) check. You must have line of sight to the target.

Shutters and Clouds

Mystery

While focusing on this path, you gain proficiency in acrobatics.

Shadow Skin (4)

Semi-solid shadows rise up and serve as protectors, flickering around you and absorbing some of the damage you would’ve otherwise taken.

As a reaction, you gain 1d10 temporary hit points and resistance to physical damage until the start of your next turn.

Dancing Shadows (7, C)

You draw the shadows around yourself or other subjects, where they waver and shift, partially obscuring form.

Attacks against the touched target have disadvantage for up to 1 min. Negated by effects such as True Seeing.

Touch of Twilight

Mystery

While focusing on this path, designate a square adjacent to you. If no one threatens that square, you do not have disadvantage when you make a spell attack in melee.

Life Fades (1)

A wave of darkness washes over the subject, sapping his energy into Plane of Shadow. Make a melee spell attack against the target. On a hit, target suffers 3d6 necrotic damage and must make constitution save or gain 2 levels of exhaustion until the end of your next turn. Exhaustion from this spell doesn’t stack with itself. If this spell would reduce a creature to 0 hp, they are automatically stabilized.

Flesh Fails (3, C)

You open your enemy to the darkness, trading his physical attributes for weaker abilities belonging to creatures of shadow.

Make a melee spell attack against target. If target is hit, choose dexterity, strength or constitution. The target has disadvantage to checks made with that attribute and deals only half damage with its weapon attacks for up to one minute. At end of each of its turn, affected subject can attempt a constitution save to end the effect.

Umbral Touch (7, C)

Darkness surrounds your hand, turning it into deadly weapon.

One of caster’s hands is infused with shadow energy. For ten minutes, you’re armed and can make melee spell attacks with Umbral Touch, dealing 3d6 necrotic damage and forcing target to make constitution save or be affected with spell Slow. As long as the spell is active, you can use it to make opportunity attacks. Each successful hit reduces its duration by one minute.

Umbral Mind

Mystery

While focusing on this path, you gain a bonus to charisma checks equal to half your intelligence modifier (minimum +1).

Mesmerizing Shade (1)

Shadows flicker before the eyes and in the mind of the subject, which suddenly seems to be disoriented.

You may use this ability as a bonus action. The target must make a wisdom save or have disadvantage to ability checks, saves, and attacks until the end of your next turn.

Thoughts of Shadow (3, C)

You open subject’s mind to shadow, and new perceptions it offers. When you use this ability, choose intelligence, charisma or wisdom. The touched subject gains a 1d4 bonus and advantage in checks made with the chosen ability for up to one hour.

Afraid of the Dark (7, C)

A shadowy image of your foe appears before him and reaches out to clutch him before vanishing.

Choose a target within 120ft. The target must make a wisdom save. On a failed save, the target takes 4d10 psychic damage and becomes frightened of any shadows or dark areas for up to one minute. On successful save, the target takes half damage and is not frightened. At start of each of its turns, the target can make a wisdom save to end the effect.

Initiate Paths

Black Magic

Warp Spell (9)

When creature within 60ft casts spell, you can use this ability as reaction to counter it as per counterspell. If the spell is 3rd level or lower, it fails and has no effect. If spell is 4th level or higher, make an ability check with disadvantage using your spellcasting ability vs. DC 10 + the spell’s level. If successful, target spell fails and has no effect.

If you successfully counter the spell, you regain reserve points equal to half the level of the spell, rounded down, times itself.

You can also spend these points immediately to use any Apprentce path ability with a cost equal to or less than the amount of shadow magic points regained. For example, If you were to counter the 4th level spell Conjure Minor Elementals, you would be able to regain 4 shadow magic points, and use one apprentice path mystery that costs up to 4 shadow magic points as part of the same action.

Echo Spell (12)

Even as you recoil from your enemy’s spell, you reach into the plane of shadow and draw forth the spiritual reflection of that spell. With a grin, you manifest it in physical world and hurl it back at him.

You can echo a spell cast in the last round, as long as both the caster and the effect were within 90ft. When casting this spell, the result will be as if you cast the spell you chose to echo, choosing targets and making any choices needed by the spell as normal. Chosen spell is cast using the spell use you used to cast Echo Spell. You cannot echo a spell greater than 4th level.

Body and Soul

Bolster (9)

By linking the creature touched and the Plane of Shadow, you temporarily trade some of it’s traits for more potent ones belonging to creatures of that shady realm. Target creature touched gains 5d8 temporary hitpoints for one hour.

Languor (12)

You channel shadowstuff into subject’s shadow, literally weighing them down under it’s weight. This mystery functions either as the spell Slow or as the spell Hold Monster.

Dark Reflections

Shadow Evocation (9)

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a wizard evocation spell of 4th level or lower. Creatures affected by this mystery must succeed an Intelligence save or suffer the full effects of the spell. If they fail, they believe the spell to be real and must roll the save for that spell, if any. If they succeed, all numerical effects of the spell are treated as if the caster had rolled a 1 on the damage dice.

Feign Life (12, C)

You infuse one or more small objects with shadowstuff, causing them to animate at your command.

This mystery functions like the spell Animate Objects, but affected items grow dark and warped, becoming more sharp edged and appearing more worn or decayed for duration of the effect. In addition, attacks against animated objects have disadvantage when not in direct light.

Darkened Alleys

Fearful Gloom (9, C)

Plumes of blackness swiftly fill the air like a viscous fog. The shifting of shadow and mists just barely suggests the presence of screaming faces and indescribable horrors lurking in the dark. Create 20 ft. radius sphere that is filled with Darkness within 60ft. Any creatures within or entering the area are affected by the spell Fear for up to one minute.

Sickening Shadow (12)

An oily black smoke rolls out of nowhere, obscuring sight and sound. It leaves a distasteful residue on everything within, and the scent is one of open sewers and putrefied flesh.

Create 20 ft radius sphere of Darkness within 60ft. Any creatures starting their turn within or entering the area must make constitution save or spend their action retching and reeling for that turn and are poisoned for up to one minute. Creatures that succeed their save are just poisoned instead. They can attempt a new save when they start their turn outside of spell’s area to be rid of the poisoned condition. Creatures that remain in the cloud or fail their constitution save for three turns are incapacitated for the duration of the spell. Furthermore all sound within the sphere is blocked as per the spell Silence.

Ebon Roads

Step into Shadow(9)

You transport yourself through Plane of Shadow to any spot within range. Your shadow stretches out from you until it reaches your chosen destination, passing through solid objects and moving through ambient light. You appear to fall into your shadow in one end and rise from the other. This mystery functions like the spell Dimension Door

Pass into Shadow (12)

You break down the boundaries between worlds, opening a path to Plane of Shadow. This spell functions like spell Plane Shift, except that your destination or origination must be Plane of Shadow.

Elemental Shadows

Aura of Shade (9)

The environment grows immediately more comfortable as you surround yourself with an aura of protective shadow. Affected creature gains resistance to cold and deals an extra 1d6 cold damage with melee attacks for up to one minute.

Dark Air or Water (12)

Reaching out with your mind to the darkness attached to your soul, you infuse nature with your shadow and compel it to do your will.

This mystery has 2 possible uses. It can be used as either the spell Control Water, or the spell Control Winds.

Unbinding Shade

Shadows Fade (9)

You reach into shadow and draw forth the reflection of active magic, merging it with that magic and causing them to cancel each other.

This mystery functions like the spell Dispel Magic, with disadvantage on the ability check. If you successfully dispel the spell , you regain shadow magic points equal to half the level of the spell times itself. You can also spend this use to immediately use any Apprentice Path mystery with a cost equal to or less than the amount of shadow points regained. For example, If you were to dispel the 4th level spell Dominate Beast, you would be able to regain 4 shadow magic points and use one Apprentice Path mystery that costs up to 4 shadow magic points as part of the same action.

Unravel Dweomer (12)

You open a conduit to the Plane of Shadow, leeching out energy maintaining an ongoing magical effect. This mystery dispels any frightened condition from a target within 30ft, or to end any spell that can be broken by Greater Restoration.

Veil of Shadows

Shadow Vision (9, C)

The subject’s vision overlaps the Plane of Shadow, causing him to see flickering images, areas of darkness, and other visual discrepancies within the material world. Target creature within 150ft must make a wisdom save. On failed save, the subject has disadvantage to all sight based skill and ability checks, attack rolls, and saves for up to one minute. In addition it has to pass perception check equal to the mystery's DC to be able to pinpoint a creature.

Curtain of Shadows (12, C)

You create wall of frigid shadow that blocks vision and wracks all who pass through it with cold. You create wall of shadow up to 60 ft long, 20 ft tall and 10 ft thick or circular wall up to 20 ft radius, 20 ft tall and 10 ft thick up to 90 ft away for up to ten minutes. Any creature passing through or starting its turn inside the wall takes 5d6 cold damage. The wall blocks all vision as by darkness spell.

6th Level Shadow Arcanum

Deadly Shade

School: 6th-level Necromancy


  • Casting time: 1 action
  • Range: 60 ft.
  • Components: Somatic
  • Duration: concentration up to 1 min.

Tendrils of darkness flow from the ground like smoke, filling the area with writhing, shifting darkness. A cold draft washes over your soul even as the tendrils rise. Create 20 ft. radius sphere of Darkness. When casting this spell, choose to either deal or absorb damage. If you choose to deal damage, any subjects within area that take damage must make constitution save or take an additional 3d6 necrotic damage. If you choose to absorb damage, all creatures within the area gain resistance to all damage.

Flood of Shadow

School: 6th-level abjuration


  • Casting time: 1 action
  • Range: 60 ft.
  • Components: Somatic
  • Duration: concentration, up to 10 min.

You inundate the area with strange effects from Plane of Shadow, warping the effects of magic. You flood a 20 ft. radius area with shadowstuff, making spellcasting more difficult. Spellcasters casting into or within this area must make a concentration save vs. spell’s DC or the spell is lost with no effect. Shadowcasters within area of effect ignore need for concentration saves.


Greater Shadows Fade

School: 6th-level Abjuration


  • Casting time: 1 action
  • Range: 120 ft
  • components: Somatic
  • Duration: Instantaneous

This spell functions like Shadows Fade except it can dispel spells up to 5th level automatically.

Greater Shadow Invocation

School: 6th-level Illusion


  • Casting time: 1 action
  • Range: See below
  • Components: Somatic
  • Duration: See below

This spell functions like the spell Shadow Evocation, except you may copy Evocation spells of 6th level and lower.

Shadow Investiture

School: 6th-level Transmutation


  • Casting time: 1 action
  • Range: 30 ft.
  • Components: Somatic
  • Duration: concentration up to 1 min

You draw subject’s shadow to you and sculpt it into new shape. The subject warps even as it’s shadow does. Infusing target creature with its own shadow, you grant it the Evasion ability, resistance to cold, and the ability to see in magical darkness.

Shadow Storm

School: 6th-level Evocation


  • Casting time: 1 action
  • Range: 150 ft.
  • Components: Somatic
  • Duration: instant

From sudden rift into Plane of Shadow, a cold begins to blow. Torrents of shadow arc out, draining life from nearby foes. Target creature and up to 3 other targets within 30 ft. of first one must make a dexterity save. They take 10d8 damage on failed save and half as much on successful save. Half of the damage is lightning, other half is cold.

Unveil

School: 6th-level Divination


  • Casting time: 1 action
  • Range: touch
  • Components: Somatic
  • Duration: instant

Reaching out into shadow of the creature, you grasp the shadows of the deleterious things that affect it and tear them away. This spell immediately ends any following conditions: blinded, diseased, poisoned, incapacitated, paralyzed, frightened, or deafened . In addition, it functions as Remove Curse spell and reduces the level of exhaustion by 1.


Voyage into Shadow

School: 6th-level Illusion


  • Casting time: 1 action
  • Range: touch
  • Components: Somatic
  • Duration: 8h

You and other creatures you touch enter the Plane of Shadow for a brief span, using it as means of crossing distances in Material Plane.

To use this spell, all targets must in area of shadow. Caster and up to 10 touched creatures are transported through paths of shadowstuff to border of Plane of Shadow. All subjects must remain in touch with one another for duration of the spell.

While in-between Plane of Shadow and material world, you can move at speed of 100 miles per hour, using it as means to travel in material plane. While traversing paths of shadowstuff, you cannot perceive or make out details of terrain you’re travelling through, or predict your exit accurately. Upon ending the spell, you can attempt intelligence save with your spell DC. On successful save, you appear exactly where you wished. On failed save, you appear in random horizontal direction of your target, 1d10x100 ft. if location is familiar to you or 1d10x1000 ft. if location is only known to you.

If target does not wish to be brought along, they can make charisma save to resist the effect and not be transported. Anyone losing touch with you or others that are touching you, they’ll be stuck wandering for 1d10 minutes, after which they’ll stumble either to Plane of Shadow or back to material plane (50/50 chance for both). This spell can also be used to travel to any planes bordering Plane of Shadow. This transit takes 1d4 hours.

7th Level Shadow Arcanum

Dark Soul

School: 7th-level enchantment


  • Casting time: 1 action
  • Range: self
  • Components: Somatic
  • Duration: concentration, up to 10 min

You open the subject’s mind to the Plane of Shadow, altering its personality. As long as this spell is in effect, you can take an action to force any one creature within 30 ft. to make charisma save. On failure, they must make melee attack against target within reach chosen by caster.

Ephemeral Image

School: 7th-level Illusion


  • Casting time: 1 action
  • Range: self
  • Components: Somatic
  • Duration: concentration, up to 8h.

You detach your own shadow and animate it with extraplanar energies, creating a dark-hued, hazy duplicate of yourself. This spell functions like the spell Project Image, with exception that unless image is in direct sunlight, attacks against it have disadvantage.

Grasping Shadows

School: 7th-level Conjuration


  • Casting time: 1 action
  • Range: 120 ft.
  • Components: Somatic
  • Duration: concentration up to 1 min

Stalks of shadows burst from the ground, as though desperate to escape the bonds of the earth, and immediately flail at everyone nearby. This spell functions as the spell Evard's Black Tentacles, except it deals 5d6 damage, and creatures grappled by the tentacles must make a wisdom save, or be blinded. Blindness caused by this effect lasts for the duration of the spell, but if the creature escapes the area of effect, they can attempt a new wisdom saving throw every round on their turn to remove it.

Mass Life Fades

School: 7th-level Necromancy


  • Casting time: 1 action
  • Range: 60 ft
  • Components: Somatic
  • Duration: Instantaneous

Target a point within 60 feet. In a 20 foot radius around that, each creature takes 10d6 necrotic damage and gains 3 levels of exhaustion. On a successful Constitution save, they take half damage and gain 1 point of exhaustion. The levels of exhaustion from this mystery do not stack with each other, or with Life Fades, so a creature hit by a second casting would not gain additional levels of exhaustion. If this spell would reduce a creature to 0 hp, they are automatically stabilized.

Prison of Night

School: 7th-level Conjuration


  • Casting time: 1 action
  • Range: 60 ft.
  • Components: Somatic
  • Duration: Concentration up to 1 min.

You solidify extraplanar shadow, creating solid prison of darkness. One huge or smaller creature is trapped in prison of shadowstuff. Prison blocks both line of effect and line of sight to target and is impenetrable from outside. At start of each round that it remains inside, creature takes 1d6 cold damage. On it’s turn, creature can spend action to attempt constitution save to break free. Success means that prison fades into nothingness. Failure means that prisoner takes 5d6 necrotic damage and remains trapped.

Summon Umbral Servant

School: 7th-level Conjuration


  • Casting time: 1 minute
  • Range: 90 ft.
  • Components: Somatic
  • Duration: concentration up to 1h

You summon creature of shadow to serve you, calling it through barriers between worlds. This spell functions like Conjure Elemental cast at 7th level, except you can only summon Shadow Elementals.

Truth Revealed

*School: 7th-level Divination


  • Casting time: 1 action
  • Range: self
  • Components: Somatic
  • Duration: 1h

By focusing on spiritual shadow of the world, you can see hidden truths. This spell functions like the spell True seeing. In addition, by focusing on target you can see, you can attempt to gain more information from them. Doing this requires concentrating for number or rounds indicated in table below, during which you can only take move actions. At end of this period, subject can attempt intelligence save vs. spell DC to prevent detection. On successful save you cannot attempt same manner of detection again on subject with same casting of Truth Revealed.

Truth Revealed
Effect Rounds Studied
Detect Alignment 1
Detect Magic 1
Detect Thoughts 1
Discern Lies 1
Greatest Fear 2
Greatest Love 2
Name 2
Recent Actions (up to 10 mins) 3

8th Level Shadow Arcanum

Far Sight

School: 8th-level Divination __

  • Casting time: 10 minutes.
  • Range: self
  • Components: Somatic
  • Duration: Concentration up to 1h.

You alter your perceptions to see through shadows, anywhere. This spell functions like the spell Scrying. In addition, caster is affected by spell Truth Revealed while scrying and can automatically understand any speech the sensor picks up.

Mass Flesh Fails

School: 8th-level Necromancy


  • Casting time: 1 action
  • Range: 60ft
  • Components: Somatic
  • Duration: Instantaneous

Choose a point within 60ft. Targets in a 20ft radius make a constitution save. Those that fail have disadvantage to checks made with the Strength, Dexterity, and Constitution attributes and deal only half damage with weapon attacks. Those that succeed are unaffected. At end of each of their turns, affected creatures can attempt a constitution save to end the effect.

Menagerie of Darkness

School: 8th-level Transmutation


  • Casting time: 1 action
  • Range: self
  • Components: Somatic
  • Duration: concentration up to 1h

Nearby animals and vermin abruptly shudder. Their mouths and eyes gape wide as a torrent of blackness flows into them from the surrounding gloom. Any animals or vermin within 30 ft. of caster must make a wisdom save or be affected by Dominate Monster, as their form darkens and twists into shadowy reflections. You can spend action to command any number of them. If you wish to give multiple commands, you have to spend action for every order.

Shadow Plague

School: 8th-level Evocation


  • Casting time: 1 action
  • Range: 150 ft.
  • Components: Somatic
  • Duration: concentration, up to 1 min

Shadows within the area grow and creep, slowly engulfing those within. This spell functions like Incendiary Cloud spell, except that damage dealt is cold damage.

Soul Puppet

School: 8th-level Enchantment


  • Casting time: 1 action
  • Range: 60ft
  • Components: Somatic
  • Duration: concentration, up to 1h

Tendrils of shadow creep from your fingers, through the Plane of Shadow, into soul of the subject by the way of its own shadow. You can now control subject’s actions as if it were a puppet. This spell functions like the spell Dominate Monster. Anyone viewing you or subject with effects such as true sight, can see tendrils of darkness extending out few feet from subject, and reappearing few feet from you, connecting to your fingers.

Tomb of night

School: 8th-level Conjuration


  • Casting time: 1 action
  • Range: 60 ft.
  • Components: Somatic
  • Duration: concentration up to 1 min.

You temporarily banish your foe into depths of shadow. This spell functions otherwise like spell Prison of Night, except that each round, subject takes 3d6 cold damage. Failed save to break free also imposes stacking levels of exhaustion in addition to 5d6 necrotic damage.

Umbral Body

School: 8th-level Transmutation


  • Casting time: 1 action
  • Range: self
  • Components: Somatic
  • Duration: concentration up to 1 min

You become being of shadow, rather than one of substance. You become incorporeal, being able to pass through solid objects and creatures as if they were difficult terrain.

9th Level shadow Arcanum

Army of Shadow

School: 9th-level Conjuration


  • Casting time: 1 minute
  • Range: 90ft
  • Components: Somatic
  • Duration: concentration up to 1 hour

Reality seems to tear open, revealing a dark rift. From the blackness, a shadow elemental emerges. The first of many, it is ready to serve. This spell functions like Conjure Minor Elementals, except you can only summon shadow elementals and four times as many appear.

Black Labyrinth

School: 9th-level Conjuration


  • Casting time: 1 minute
  • Range: 1 mile.
  • Components: Somatic
  • Duration: 2 weeks

The air blackens, shadows of the alleys lengthen, and the wind shrieks as Shadow and Material planes collide. Black labyrinth causes substantial disorientation within the area it affects. Direction and distance become impossible to determine, as the world itself bends and twists within 1 mile radius emanation.

All attacks have disadvantage regardless of situations giving advantage.

All perception and investigation checks have disadvantage regardless of situations giving advantage.

All area of effect spells appear 1d4*5 ft. in random direction.

Any movement occurs in random direction. Intelligence save vs spell DC allows normal movement for 1 round.

Any teleportation within Black Labyrinth places subject 1d100*5 ft. in a random direction. This cannot send them outside Black Labyrinth. Attempts to teleport out of Black Labyrinth requires intelligence save vs spell DC. Failure places subject in random location within Black Labyrinth

Caster is immune to effects of their own Black Labyrinth. They can spend bonus action each round to grant any creatures advantage in any check within their Black Labyrinth.


Consume Essence

School: 9th-level Necromancy


  • Casting time: 1 action
  • Range: touch
  • Components: Somatic
  • Duration: instant, then 1 min

You reach out and peel subject’s shadow away, then wrap it inside your own. Target creature must make wisdom save or die. If target dies, it immediately rises as dark creature under caster’s command. After 1 minute, it fades away.

Ephemeral Storm

School: 9th-level Evocation


  • Casting time: 1 action
  • Range: 60 ft.
  • Components: Somatic
  • Duration: instant

The air explodes with shadowy tendrils that slice like blades. Up to 10 creatures within range, none of which must be more than 30 ft. apart, must make constitution save, taking 40d6 necrotic damage on a failed save, half as much on a successful save.

Reflection of Things to Come

School: 9th-level Divination


  • Casting time: 1 action
  • Range: self
  • Components: Somatic
  • Duration: 8h

Using the greatest of magic, you peer through the Plane of Shadow back into material plane, and view shadows and reflections of events that have not yet happened. This spell grants you knowledge of what will occur in near future. You gain the Uncanny Dodge ability, +10 bonus to initiative and attacks against you are made with disadvantage. In addition, you can discharge this effect to either cause one attack that would’ve hit you fail instead, or reroll 1 failed save.

Shadow Surge

School: 9th-level Enchantment


  • Casting time: 1 action
  • Range: 60 ft.
  • Components: Somatic
  • Duration: 1 round

You send the nearby souls plummeting into darkness, leaving their bodies as empty vessels that follow your will. Up to 10 creatures within a 20ft sphere must make a wisdom save or be affected by the Dominate Monster spell for 1 round.

Shadow Time

School: 9th-level Transmutation


  • Casting time: 1 action
  • Range: self
  • Components: Somatic
  • Duration: 3 rounds.

This spell functions like spell Time Stop, except as mentioned above.

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