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Umbra

A long horned Tiefling stands in a dark street, the man chasing him blinks and as soon as he opens his eyes there's no one there. Another blink the Tiefling reappears behind the man. A third blink and the man is on the ground.

A purple haired Drow is surrounded by Kobolds in a grove, she closes her eyes and gestures with her hand, from her shadow emerge dark lances piercing every Kobold. She then disappears in the shadows of the trees.

A pasty Human stands beside an obelisk at night, his shadow stops laying on the ground and now stands with him, both of them synchronized start climbing the obelisks, at the top the Human and the shadow take a bow and start searching for their target.

There are some people that have an unnatural affinity with the Shadowfell, either due to magical mishaps on one's childhood, ritualistic events or mad experimentation. This connection gave them mastery over the shadows, these individuals are known as the Umbra.

The Dark Plane

The Shadowfell is like a second plane for the Umbra, they may have been born on the Material Plane but something happened to them and now they are divided.

In cosmology Shadowfell is the counterpart to the Feywild. As the Feywild is a plane blistering with life and magic, the Shadowfell is bleak and dead, most of its inhabitants are undead and the alive ones are mysterious and not very friendly.

As the Umbra are basically mobile portals to the Shadowfell they tend to be as the plane: dead eyes and not much of a lively personality, but their extraplanar connection is not all bad, it made them able to control the shadows at will, and make it take multiple forms. The Umbra itself is not magical per say, although this connection is magical, their nature is not that of Sorcerers, for them controlling the shadows is a physical effort and is akin to moving one's arms and legs, but this is not as natural as a normal movement, there's a need to study how is it that planes interact and how their energy is transfered through you, as such one may have a connection to the Shadowfell but not the training to use it. To become an effective Umbra it requires effort and training, not only physical but mental, they need to learn to control the energies that seep through them and understand what is seeping. This makes them experts on what is in the Shadowfell even though most of them weren't fully aware of being there or have never visited it.

The nature of their power made the Umbra famous for being assassins and are generally procured for the job that requires them to not be seen.

Living Portals

The Umbra came to be through multiple ways, but their connection starts always during infancy as their connection to the Prime Plane is still new. Something may have happened in their formative years that made them become a portal of the necrotic energy of the Shadowfell.

This characteristic of being the gateway between two planes put the Umbra at a high risk of being used by a powerful inhabitant of the Shadowfell to be possessed or to be used as an easy way to the Material Plane, and this fear is only ended on an Umbra's death.

Creating an Umbra

An important characteristic to consider is how your character views their powers, do they fear it? Hate it? Or even do they think it was a heavenly gift?

How did you learn to control your power and make it not be a hindrance on your life? Was it through trial and error? Did you receive this power from somebody that trained and taught you? Or did you spend days on libraries reading on the Shadowfell and training their body to control the shadows

Umbra childs tend to be secluded from the rest of society due to their nature. How was your childhood? Were you ostracized by your peers? How was this power dealt with by your parents? Did they still love you and care for you? Did they hate you and left you for dead on the streets? How did you come to meet your new comrades? Are you open to their help? Do you prefer solitude? Why are you working with them? As Umbra tend to work alone the prospects of why they would join others is an important aspect when making your character.

Quick Build

You can make an Umbra quickly by following the these suggestions. First make Dexterity or Strength your highest Ability Score depending if you plan using finesse weapons followed by Wisdom. Second choose the Outcast background as an outcast.

Class Features

As an Umbra you gain the following features.

Hit Points

  • Hit Dice: 1d6 per Umbra level.
  • Hit Points at Level 1: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Modifier per Umbra level after 1st

Proficiencies

  • Armor: Light Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Deception, Investigation, Perception, Stealth

Equipment

You start with the following equipments, in addition to the equipments granted by you backgroud:

  • (a) one martial and one simple weapons or (b) long bow and 20 arrows and spear
  • (a) dungeoneer's pack or (b) explorer's pack
  • Leather armor and a martial weapon
The Umbra
Level Proficiency Bonus Shadow Walk Features Predator Damage
1st +2 15ft. Shadow Walk, Predator 1d4
2nd +2 15ft. Darksense, Consuming Darkness 1d4
3rd +2 15ft. Shadow Form 1d4
4th +2 15ft. Ability Score Improvement 1d4
5th +3 20ft. Extra Attack, Shadowfell Protection 2d4
6th +3 20ft. Umbral Coating 2d4
7th +3 20ft. Shadow Form Feature 2d4
8th +3 20ft. Ability Score Improvement 2d4
9th +4 25ft. Shadow Mastery 2d4
10th +4 25ft. Ability Score Improvement 2d6
11th +4 25ft. Shadow Form Feature 2d6
12th +4 25ft. Ability Score Improvement 2d6
13th +5 30ft. Shadow Finesse 3d6
14th +5 30ft. Black Presence 3d6
15th +5 30ft. Shadow Form Feature 3d6
16th +5 30ft. Ability Score Improvement 3d6
17th +6 35ft. Cornea Manipulation 3d8
18th +6 35ft. Shadow Form Feature 3d8
19th +6 35ft. Ability Score Improvement 3d8
20th +6 35ft. Shadowfell Avatar 3d8

Shadow Walk

You learn how you can merge yourself with your shadow, while using no shield and no medium or heavy armor you can use a movement action to move 15 feet, the speed of this feature increases as you level up as the Umbra Class table shows. This type of movement causes no attack of opportunity and you are able to pass fit in any passage, you can't use this feature for walking less than 10ft, you are able to use this feature a number of times equal to your Wisdom modifier times two (a minimum of twice) per short or long rest.

Predator

The first time you hit an enemy and every subsequent first hit you make on an enemy that you haven't hit previously you deal 1d4 extra Necrotic damage, this damage scales according to The Umbra class table. Additionally if you have just left Shadow Walk you have advantage in this attack.

Darksense

At 2nd level you are able to see through darkness, you can see through complete darkness in a radius of 60 feet, you are unable to see colors and writings, you also are unaffected by any effects that would blind you.

Consuming Darkness

Begining at 2nd level you are able to cover torches and other small sources of light in a radius of 60 feet of you with shadows and make them produce no light, also large sources of light become sources of dim lighting and considerably darker.

Shadow Form

At 3rd level you have begun to master the shaping of your shadow, choose one Shadow Form: Simulacrum, Solid Shadow, Shadow Warrior, all detailed at the end of the class description. Your form you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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 leveI, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shadowfell Protection

At 5th level your connection with the Shadowfell deepens and you gain resistance to necrotic damage, you also gain advantage on Skill Tests related to the Shadowfell and its Inhabitants.

Umbral Coating

Starting at the sixth level Shadowfell energy covers your weapons, your weapons now count as magical to the purpose of overcoming resistance and immunity from non magical attacks and damage.

Shadow Mastery

At this point you have gained mastery over your shadows, your Shadow Walk can now move vertically and upside down, also you have advantage on Dexterity (Stealth) tests under shade. You can now choose if the damage you deal with weapons becomes necrotic damage.

Shadow Finesse

You can now create small objects and writings from shadows as a free action, they last for 1 hour or until you dismiss them, they mustn't be larger than 2 cubic feet and under any close inspection it's obvious that they are not real, they are solid to the touch, you can create up to a number of objects equals to your Wisdom modifier per short or long rest, if you throw these objects they deal 1 necrotic damage, texts can be as long as you want.

Black Presence

Because of your dominion over the shadows you now instill fear on your enemies, when you are attacked by creatures that don't know your power as a reaction you can make them make a Wisdom saving throw with a DC 15, if the creatures fails they become frightened for 1 minute, at the end of their turn they can make another saving throw until they succeeds or the effect expires. This feature can be used once every long rest.

Cornea Manipulation

Your mastery over the shadows now has reached such heights that you can control the light that a creature can see, as an action you can limit the vision of a creature you desire, the creature makes a Constitution Saving throw against your Wisdom, if the target fails its vision can be changed however the Umbra wants, it can make them see no colors other than black or white, or even blind them, the effects lasts 1 minute, you can use this feature a number of times equal to your Wisdom modifier per long rest.

Shadowfell Avatar

Your connection to the Shadowfell grew so much that you now can come and go from it as you want. Twice per long rest you can make you and a number of willing creatures equal to your Wisdom modifier go to the shadow fell, use this feature again to return to the Prime Plane. Your necrotic energy becomes extremely powerful, you ignore resistance to necrotic damage and immunity to necrotic damage is now treated as resistance.

Shadow Forms

Due to the difficulty of manipulating shadows different Umbra decide to manifest their power in different forms, as such these specializations are called the Shadow Forms

Simulacrum

The form of the Simulacrum is a specialization that molds the shadow of the Umbra into a clone of themselves to aid whatever is needed.

The Simulacra

When you take this Shadow Form at 3rd level you are able to create a clone of yourself wielding whichever weapon you are wielding at the time, this clones acts under your commands and can do the following actions:

  • Attacks with its weapons, the weapon has the same properties of their real counterparts but deal 1d4 + your Wisdom modifier (minimum of +1) necrotic damage and can activate the Predator effect, the clone uses the same modifiers as you when attacking, Predator activations by the clone do not count as your activations, as such you can activate Predator on a creature that has been attacked by your clone and vice versa.
  • The clone's AC is the same as yours and it's HP is equals to your Wisdom modifier times three.
  • The clone can make as many actions and attacks and actions as you do and its turn is simultaneous to yours.

Due to your shadow being used as a clone you are unable to use Shadow Walk. The clone lasts 5 minutes or until you use a bonus action to dismiss it, you can have only one clone active at any time, if the clone is farther than 120 feet from you it fades away. You can use this feature a number of times equals to your Wisdom modifier (minimum of 1) per short or long rest.

Necrotic Outburst

At 7th level as an action you can make your Simulacra explode in a burst of dark rays and necrotic energy, creatures in a 15 feet radius centered at the position of your clone make a Dexterity Saving Throw with a DC of 15, if they succeed the damage is halved, if they fail they take 3d12 necrotic damage and are knocked prone.

Lifeline

Starting at 11th level you and your Simulacra share a link transmitting life force, whenever one of you deal predator damage the other is healed by the amount of damage that was given.

Mirror Shade

At 15th level your Simulacra now gains color and is almost identical to you, if you are standing next to it on combat creatures attacking one of you have a disadvantage on the attack roll, also you can now fool people into thinking your clone is you, one must succeed a Wisdom (Perception) saving throw with a DC of 20 to notice that your clone isn't you.

Symbiosis

Beginning at the 17th level you and your Simulacra are as one being, you can see what it sees and feel what it feel, the Simulacra can now talk, hold objects, including weapons, and hear. The maximum range until your Simulacra fades is increased to 1 mile and it lasts until you want to dismiss it, if you make an attack with an normal weapon it deals damage as normal but isn't able to activate any other Feature of the Umbra class.

Solid Shadow

The Solid Shadow Umbra specializes in making their shadow expand as spikes of dark necrotic energy and attack their enemies at a distance

Spearhead

When you take this Shadow Form at 3rd level you become able to make ranged attacks against enemies within a range of 10 to 70 feet, this attack uses your Wisdom modifier and deals your Predator Damage dice plus your Wisdom modifier of necrotic damage, you can make a number of attacks equal to twice your Wisdom modifier per short or long rest, these attacks activate the Predator effect.

Shadow Shield

At 7th as a reaction to being attacked you can raise around you from your shadow, your AC is raised by 2 until the end of the creature that attacked you next turn and everytime a creature rolls a 1 or a 2 on the attack die you are able to make a Spearhead attack against it as a reaction, the attack always hits. You can use this feature once per short or long rest

Shield Expansion

At 11th level you learn how to expand your Shadow Shield, as a reaction to being attacked while your shield is activated you can make it expand, the attack automatically misses and every creature in a radius of 10 feet must succeed a Dexterity saving throw against a DC of 15 or be knocked prone.

Black Grenade

When you reach 15th level you are able to throw your your Shadow Finesse objects exactly where you want, if you do this you can make Spearhead attacks centered around the object, you can make one spearhead attack for each object scattered around the battlefield in different enemies and it only count as one attack.

Shadowfell Constructs

Beginning 17th level you make it so the Shadow Finesse size limit become twice your Wisdom Ability Score in cubic feet, the construct can have the property you want such as making it float on water, flammable, malleable, etc. these objects have an HP equals to your Wisdom modifier and can take the shape you want, you can manipulate them as you want.

Leyline

The Umbra of the Leyline form put their focus transmitting their shadow between their peers to help their organization and teamwork, a rare Shadow Form because of the generally isolationist attitude.

Dark Line

When you take this form at 3rd level you can use an action to create a connection between a number of willing creatures equal to your Wisdom modifier plus 1, these creatures share a telepathic link and can understand anything that one of the creatures say independent of the languages spoken, you can use a bonus action to dismiss it. The creatures can't be more than 120 feet from another one, you do not count towards the limit of creatures.

Switcheroo

Begining at 7th level two willing creatures connected by Dark Line can use their movement actions of their respective turns to switch places, this can be used only when both creatures can see each other and the distance between them is equal or less than the speed of the fastest creature participating in the exchange.

Distant Touch

In the 11th level the Dark Line is able to transmit magical energies, spells that would require the target to be touched can now be cast on any one connected through the Dark Line.

Another Point of View

At 15th level the Dark Line shares the vision of the creatures connected, also when one creature takes damage another creature connected through Dark Line can make it so the damage comes to them instead, this can only be done by one creature.

Magical Connection

The connection of the Dark Line is much stronger at 17th level, now spells of the 5th level or lower that are cast on one of the creatures participating in the Dark Line can be applied to a number of creatures connected equal to half your Wisdom Modifier rounded up.