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# Shadowcaster
##### Shadowcaster | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Ritual Casting, Shadow Magic, Shadow Sight | 3 | 2 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | | 2nd | +2 | Shadow Mastery, Sustaining Shadow (Insomnia) | 3 | 3 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ | | 3rd | +2 | Paths of Shadow | 3 | 4 | 2 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | | 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | | 5th | +3 | Sustaining Shadow (Hidden Soul)| 4 | 4 | 3 | 2 | ─ | ─ | ─ | ─ | ─ | ─ | | 6th | +3 | Shadow Mastery | 4 | 4 | 3 | 3 | ─ | ─ | ─ | ─ | ─ | ─ | | 7th | +3 | Paths Improvement | 4 | 4 | 3 | 3 | 1 | ─ | ─ | ─ | ─ | ─ | | 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | ─ | ─ | ─ | ─ | ─ | | 9th | +4 | Sustaining Shadow (Slowed Aging)| 4 | 4 | 3 | 3 | 3 | 1 | ─ | ─ | ─ | ─ | | 10th | +4 | Shadow Mastery | 5 | 4 | 3 | 3 | 3 | 2 | ─ | ─ | ─ | ─ | | 11th | +4 | Tenacious Magic | 5 | 4 | 3 | 3 | 3 | 2 | 1 | ─ | ─ | ─ | | 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | ─ | ─ | ─ | | 13th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ─ | ─ | | 14th | +5 | Shadow Mastery, Sustaining Shadow (Mortal Needs)| 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ─ | ─ | | 15th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ─ | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ─ | | 17th | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 18th | +6 | Sustaining Shadow (Immortality)| 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Blessed of the Night | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## 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 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 - **Tools:** None ___ - **Saving Throws:** Intelligence, Dexterity - **Skills:** Choose two from Acrobatics, Arcana, History, Investigation, Perception, Religion and Stealth \columnbreak #### 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)* a scholar's pack or *(b)* a dungeoneer's pack - Leather armor, any simple weapon, and two daggers Alternatively, you may start with 4d4 × 10 gp to buy your own equipment. \pagebreakNum ### Shadow Magic An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. #### Cantrips At 1st level, you know three cantrips of your choice from the shadowcaster spell list. You learn an additional shadowcaster cantrip of your choice at 4th level and another at 10th level. #### Shadow Spells Any spell from the Shadowcaster spell list that you cast may ignore any non-expensive material component that is worth less gold than 10 x your shadowcaster level. Additionally, it introduces a new component. Spells marked with the Darkness (D) descriptor cannot be cast in sunlight. #### Preparing and Casting Spells The Shadowcaster table shows how many spell slots you have to cast your shadowcaster spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of shadowcaster spells that are available for you to cast, choosing from the shadowcaster spell list. When you do so, choose a number of shadowcaster spells equal to your Intelligence modifier + your shadowcaster level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level shadowcaster, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *command*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of shadowcaster spells requires time spent in reflection and meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Intelligence is your spellcasting ability for your shadowcaster spells, since cold logic and pragmatism determines the potency of your beshadowed powers. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a shadowcaster spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
#### Ritual Casting You can cast a shadowcaster spell as a ritual if that spell has the ritual tag and you have the spell prepared. \columnbreak ### Shadow Sight At 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. ### Shadow Mastery When you reach 2nd level, you choose a shadow mastery from the list of available masteries, shaping your practice of shadow magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. ### Sustaining Shadow (Insomnia) Your bond to the shadows slowly deepens, and your connection begins to mitigate certain biological functions. At 2nd level, your need for sleep lessens and you gain the same benefit from 4 hours of sleep that a normal human does from 8 hours of sleep. In addition, magic can't put you to sleep unless you are willing. ### Paths of Shadow Shadows are pervasive, and your study of them has certain effects. Starting at 3rd level, at the end of a long rest, you can select one path to focus on. When focused on a path in this way, you gain the benefits of it. Your path options are detailed at the end of the class description. Starting at 7th level, you can focus on an additional path and gain the benefits from it. ### Ability Score Improvement When you reach 4th, 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. If your DM allows the use of feats, you may instead take a feat. ### Sustaining Shadow (Hidden Soul) At 5th level, you have resistance to necrotic damage, and your maximum hit points cannot be reduced. ### Sustaining Shadow (Slowed Aging) At 9th level, you only age 1 year for every 10 years that pass. ### Tenacious Magic Starting at 10th level, the magic you channel blurs the lines between arcane and shadow, taking the best parts of both. An opponent casting *counterspell, dispel magic* or *unravel dweomers* never automatically negates your spells; they must always make a spellcasting ability check. If you are the target, or if the spell to be dispelled isn't in sunlight, the opposed caster makes their spellcasting ability check at disadvantage. ### Sustaining Shadow (Mortal Needs) At 14th level, you no longer need to breathe, eat or sleep. \pagebreakNum ### Sustaining Shadow (Immortality) At 18th level, your aging stops. You are immune to magical aging effects, and you live until you are killed. ### Blessed of the Night At 20th level, ## Shadow Masteries ### Noctumancer You know shadow magic to be the superior form of magic, capable of consuming arcane and divine magic and twisting its energies for your own use. You eventually learn how to twist the magic inherent to a creature against itself, turning its strength into vulnerability. #### Binding Night Starting at 2nd level, the shadows cast by your spells grow more present, and they can impair your foes in a variety of ways. When you cast a shadowcaster spell, choose one target affected by your spell. You can choose to either reduce their speed by half or remove their reaction. Either effect lasts until the end of their next turn. At 6th level, you can choose to prevent them from teleporting, reduce their speed by half, remove their reaction, or grant them disadvantage on the next attack roll that they make. Any of these effects last until the end of their next turn. #### Capture Magic's Shadow Starting at 2nd level, you can snatch and absorb magical energies. As a reaction to a spell being cast within 60 feet, you can attempt to nullify the spell. If the creature is casting a spell with a level no higher than half of your shadowcaster level, the spell fails and has no effect. If the level is greater than half of your shadowcaster level, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Once you use this feature, you can't use it again until you finish a long rest. #### Deeper Shadows At 6th level, you can use your Capture Magic's Shadow once per short or long rest, and you may add your proficiency modifier as a bonus in your attempt to nullify the spell being cast. Additionally, you can restore an expended spell slot of 5th level or lower when you successfully negate a spell through the use of Capture Magic's Shadow. #### Shadow's Persistence Beginning at 10th level, you may focus on an additional Path of Shadow and gain the benefits from it. #### Pernicious Magic At 14th level, your understanding of how magic interacts with shadow magic allows your spells to cling and overcome the natural resistance of magical creatures. When you cast a spell against a creature with the Magic Resistance trait, it has disadvantage on the saving throws against your shadowcaster spells. \columnbreak ### Shadowcraft Mage Shadows are all around us, tricking our minds into seeing things that aren't there, or concealing things that are. Shadowcasters who seek to master this art learn to enhance and control the shadows present in the world and in the minds of their opponents. #### Shadow Conjuration Starting at 2nd level, your spells rip a portion of a creature's shadow from them, and bends it to your will. When you cast a shadowcaster spell, you can also create a shadowy figure in a space adjacent to the target of the spell, regardless of if they were affected or not, if they are within 60 feet of you. As a bonus action, you can grant the next attack on a creature within 5 feet of the shadowy figure advantage on the attack roll. At the start of your turn, you can teleport the shadowy figure up to 90 feet to a point that you can see that is within 60 feet of you. The phantom lasts for up to 1 minute, you use an action to dismiss it, or until it is farther than 60 feet away from you at the end of your turn. Once you use this feature, you can't use it again until you finish a short or long rest. #### Umbra Arcana At 2nd level, you have learned to weave the shadows into close approximations of the spells that more traditional spellcasters use. Choose two cantrips from the wizard spell list that do not produce light or deal fire or radiant damage. The chosen cantrips count as shadowcaster cantrips for you, but don't count against the number of shadowcaster cantrips that you know. You also gain proficiency in one of the following skills of your choice: Deception, Insight, Performance, or Stealth. #### Scything Shadows At 6th level, when a creature succeeds on a saving throw against one of your shadowcaster spells of 1st level or higher, as a reaction you can deal necrotic or psychic damage (your choice) to them equal to half of your shadowcaster level + your Intelligence modifier. #### Shadow Reality Beginning at 10th level, shadowstuff infused into your illusions makes them far harder to distinguish from reality. When you cast an illusion spell of 1st level or higher that requires a save and cannot deal damage, you can choose for one creature of your choice to have disadvantage on the saving throw against it. Additionally, they also have disadvantage on any Intelligence (Investigation) check to determine if it's real or not. #### Black Mirror At 14th level, your magic create dark reflections of their targets that tear at them, inflicting terrible wounds. Any creature of your choice affected by a shadowcaster spell of 1st level or higher becomes vulnerable to the next source of damage they would receive before the start of your next turn. \pagebreakNum ### Shadowsmith Shaping raw shadowstuff is the sign of a true master of shadowstuff, and you find yourself on the front lines of battle, battling those who would call all shadowcasters evil and monstrous just because of their source of power. Alternately, you embrace the darkness within and become that which parents frighten their children at night with stories about. #### Shadow Guerilla At 2nd level, you gain proficiency with medium armor and with shields. Additionally, you gain proficiency with Stealth. If you are already proficient in Stealth, choose a different skill to gain proficiency with. #### Shadowcraft Starting at 2nd level, your mastery over the shadows allows you to form weapons out of it. When you reach 3rd level in this class, you learn the *shadow blade* spell, which you always have prepared, and it doesn't count against the number of spells you can prepare each day. In addition, when you cast this spell with a shadowcaster spell slot, you do not need to concentrate on it. #### Drain Vitality Starting at 6th level, when you hit a creature with a melee attack, they must roll a d4 and subtract the number rolled from any ability check, attack roll or saving throw made before the start of your next turn. The die for this drained vitality becomes a d6 when you reach 14th level in this class. #### Ebon Aegis Beginning at 10th level, you can blunt blows that nearby creatures take. As a reaction to a creature within 15 feet taking damage, you can expend a spell slot to grant them temporary hit points equal to five times the level of the expended spell slot. The triggering damage is taken out of these temporary hit points first. #### Deadly Mind Starting at 14th level, you add your Intelligence modifier (minimum of +1) to any psychic damage that you deal. \columnbreak ## Paths of Shadow All of these require a line of floof, yo #### Cloak of Shadows While focused on this path, you have a +1 bonus to AC. #### Body and Soul While focused on this path, you are immune to any spell or effect that would alter your form or make you leave your current plane of existence, unless you are willing. Additionally, you have advantage on saving throws against becoming charmed. #### Dark Terrain While focused on this path, you may ignore difficult terrain. #### Ebon Whispers While focused on this path, you have telepathy with a range of 60 feet. #### Eyes of Darkness While focused on this path, you can see in magical and non-magical darkness out to the extent of your darkvision. #### Night's Long Fingers While focused on this path, you are considered proficient in thieves tools and Sleight of Hand checks, and can summon or dismiss thieves tools out of shadow when needed as an action. Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies. #### Shadow Blend While focused on this path, you gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. In addition, you can use the Hide action as a bonus action on your turn. #### Shutters and Clouds While focused on this path, your movement does not provoke opportunity attacks. #### Touch of Twilight While focused on this path, your melee spell attacks have a +1 bonus to hit. #### Umbral Mind While focused on this path, you have advantage on saving throws against being frightened and advantage on Intelligence (Investigation) checks to identify an illusion. \pagebreakNum ## Other Classes of Shadow ### Cleric: Shadows Domain FLOOF At each indicated cleric level, add the listed spells to your spells prepared. #### Shadows Domain Spells | Cleric Level | Spells | |:-----:|:-----------:| | 1st | *bane, carpet of shadow* | | 3rd | *blindness/deafness, thoughts of shadow* | | 5th | *fear, nights reach* | | 7th | *phantasmal killer,* *shadow of moil* * | | 9th | *mislead, wall of shadows* | *Spell is from *Xanathar's Guide to Everything.* #### Shadow Master When you choose this domain at 1st level, you gain proficiency in the Stealth skill, and you gain two cantrips of your choice from the shadowcaster spell list. For you, these cantrips count as cleric cantrips. #### Channel Divinity: Eyes of Night Starting at 2nd level, you can use your Channel Divinity to unleash a blast of shadows that blinds the eyes of those affected. As an action, you can raise your holy symbol and utter darkness bursts forth, seeking the eyes of your foes. Each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or be blinded until the end of your next turn. #### Channel Divinity: Cloaked Casting At 6th, you can use your Channel Divinity to hide the origin of your spells, asking for the blessings of your beshadowed deity. When you cast a cleric spell of 5th level or lower, you can expend your Channel Divinity to cast it without any somatic or verbal components. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Votary of Night At 17th level, you choose four spells from the shadowcaster spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you. \pagebreakNum ### Fighter: Nightblade Nightblades are martial combatants with an innate link to shadow. While some deliberately study the arts of shadow, most develop their abilities instinctively, making them more akin to monks who follow the Way of Shadow than shadowcasters. Those who master the arts of the unseen weapon become warriors with few equals. Their ability to manipulate darkness and shadow enhances their martial skills, allowing them to target weak points, land blows that should not strike true, and even attack foes who are paces away. #### Shadowborn When you choose this archetype at 3rd level, you gain proficiency in Stealth. If you are already proficient in Stealth, choose a different skill to gain proficiency with. Additionally, the shadows that you can draw to yourself help soften your step and conceal you from sight. Wearing armor that you are proficient in never imposes disadvantage to Dexterity (Stealth) checks. #### Unseen Weapon At 3rd level, you learn a ritual that creates a bond between yourself and one weapon, imbuing it with shadows. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and it becomes your unseen weapon. You can have up to two unseen weapons, but if you attempt to create a third unseen weapon, you must break the bond of shadows with one of the other two. As a bonus action, you can activate one of the following powers of your unseen weapon that lasts until the start of your next turn: ***Far Shadow.*** Your reach with your unseen weapon increases by 5 feet. ***Shadowy Strike.*** Your unseen weapon deals necrotic damage instead of its normal damage type. ***Unerring Strike.*** Any attack roll that you would make with disadvantage is instead rolled normally. ***Unexpected Strike.*** When you hit a creature with a weapon attack, the next attack made against them is rolled with advantage. #### Bound to Shade Starting at 7th level, your discipline and attention to detail allow you to excel in situations where it is preferable to remain unseen. You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can't use it again until you finish a short or long rest. Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice) \columnbreak #### No Delusions At 10th level, your long experience with visual phenomena and their interaction with shadows grants you insight into how they work. On your turn, you can use an action to grant yourself truesight with a range of 30 feet until the end of your next turn. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. #### Ephemeral Strike Starting at 15th level, your weapon seems to be in two places at once. On your turn, you can choose to have advantage on all of your attacks until the start of your next turn. For each attack, if the advantage isn't negated by disadvantage, and both results of the d20 roll would hit, you deal an additional 3d6 points of necrotic damage with that attack, which are not doubled on a critical hit. You cannot use this feature if you have disadvantage on the attack roll. You can use this feature three times. You regain expended uses when you finish a short or long rest. #### Shadow Shift Starting at 18th level, when you use the Attack action on your turn, you can teleport up to 15 feet immediately to a point that you can see that is not in sunlight before each attack. \pagebreakNum ## Shadowcaster Spells Spells marked with an asterisk (*) are detailed at the end of the shadowcaster class spell list.
##### Cantrips (0 Level) *Bend Perspective**
*Black Candle**
*Chill Touch*
*Frost Lance**
*Nightmare Touch**
*Mage Hand*
*Message*
*Minor Illusion*
*Sight Obscured**
*Spare the Dying*
*Thaumaturgy*
*Threads of Dusk**
*Toll the Dead*
*Wither**
##### 1st Level - *Absorb Elements* - *Armor of Agathys* - *Arms of Hadar* - *Bane* - *Carpet of Shadow** - *Cause Fear* - *Command* - *Comprehend Languages* - *Detect Magic* - *Detect Poison and Disease* - *Disguise Self* - *Dissonant Whispers* - *Expeditious Retreat* - *False Life* - *Feather Fall* - *Fog Cloud* - *Hex* - *Ice Knife* - *Illusory Script* - *Identify* - *Inflict Wounds* - *Longstrider* - *Mesmerizing Shade** - *Quicker than the Eye** - *Ray of Sickness* - *Shield* - *Shield of Faith* - *Silent Image* ##### 2nd Level - *Arcane Lock* - *Black Fire** - *Blindness/Deafness* - *Blur* - *Calm Emotions* \columnbreak - *Crown of Madness* - *Darkness* - *Darkvision* - *Detect Thoughts* - *Enthrall* - *Flesh Fails** - *Gentle Repose* - *Hold Person* - *Invisibility* - *Lesser Restoration* - *Locate Object* - *Magic Mouth* - *Mind Spike* - *Nystul's Magic Aura* - *Phantasmal Force* - *Protection from Poison* - *Ray of Enfeeblement* - *See Invisibility* - *Shadow Blade* - *Silence* - *Spider Climb* - *Suggestion* - *Thoughts of Shadow** ##### 3rd Level *Afraid of the Dark**
*Animate Dead*
*Bestow Curse*
*Clairvoyance*
*Clinging Darkness**
*Counterspell*
*Dancing Shadows**
*Dispel Magic*
*Enemies Abound*
*Fear*
*Feign Death*
*Flicker**
*Fly*
*Hunger of Hadar*
*Hypnotic Pattern*
*Killing Shadows**
*Life Transference*
*Major Image*
*Nondetection*
*Phantom Steed*
*Remove Curse*
*Sending*
*Sharp Shadows**
*Sleet Storm*
*Speak With Dead*
*Slow*
*Tongues*
*Umbral Fist**
*Umbral Touch**
*Wind Wall*
\columnbreak ##### 4th Level - *Arcane Eye* - *Aura of Shade** - *Banishment* - *Blight* - *Bolster** - *Charm Monster* - *Compulsion* - *Confusion* - *Control Water* - *Death Ward* - *Dimension Door* - *Dominate Beast* - *Ebon Roads** - *Evard's Black Tentacles* - *Fearful Gloom** - *Freedom of Movement* - *Greater Invisibility* - *Hallucinatory Terrain* - *Ice Storm* - *Locate Creature* - *Mordenkainen's Faithful Hound* - *Mordenkainen's Private Sanctum* - *Phantasmal Killer* - *Shadow Vision** - *Shadow of Moil* - *Storm Sphere* - *Warp Spell** ##### 5th Level - *Animate Objects* - *Antilife Shell* - *Bigby's Hand* - *Cone of Cold* - *Contact Other Plane* - *Control Winds* - *Creation* - *Danse Macabre* - *Dispel Good and Evil* - *Dominate Person* - *Echo Spell** - *Enervation* - *Far Step* - *Geas* - *Greater Restoration* - *Hold Monster* - *Legend Lore* - *Mislead* - *Modify Memory* - *Negative Energy Flood* - *Passwall* \columnbreak - *Rary's Telepathic Bond* - *Scrying* - *Seeming* - *Sickening Shadow** - *Skill Empowerment* - *Synaptic Static* - *Telekinesis* - *Teleportation Circle* - *Unravel Dweomer** - *Wall of Force* - *Wall of Shadows** ##### 6th Level *Blade Barrier*
*Chain Lightning*
*Circle of Death*
*Create Undead*
*Deadly Shade**
*Disintegrate*
*Eyebite*
*Find the Path*
*Flood of Shadow**
*Forbiddance*
*Globe of Invulnerability*
*Guards and Wards*
*Investiture of Shadow**
*Mass Suggestion*
*Mental Prison*
*Otiluke's Freezing Sphere*
*Programmed Illusion*
*Scatter*
*Soul Cage*
*True Seeing*
*Wall of Ice*
##### 7th Level *Dark Soul**
*Darkflame**
*Ephemeral Image**
*Etherealness*
*Forcecage*
*Grasping Shadows**
*Mirage Arcana*
*Mordenkainen's Sword*
*Plane Shift*
*Power Word Pain*
*Project Image*
*Reverse Gravity*
*Sequester*
*Symbol*
*Teleport*
*Unbind Umbral Servant**
*Whirlwind*
\pagebreakNum ##### 8th Level *Abi-Dalzim's Horrid Wilting*
*Antimagic Field*
*Antipathy/Sympathy*
*Control Weather*
*Demiplane*
*Dominate Monster*
*Feeblemind*
*Glibness*
*Illusory Walker**
*Maddening Darkness*
*Maze*
*Mind Blank*
*Power Word Stun*
*Shadow Plague**
*Telepathy*
*Umbral Body**
##### 9th Level *Army of Shadow**
*Astral Projection*
*Consume Essence**
*Foresight*
*Gate*
*Imprisonment*
*Invulnerability*
*Power Word Kill*
*Psychic Scream*
*Shadow Apocalypse**
*Shadow Surge**
*Time Stop*
*Weird*
### Spells from Other Sources If you're using the spells from the *Explorer's Guide to Wildemount*, *Icewind Dale: Rime of the Frostmaiden* or *Tasha's Cauldron of Everything*, considering adding the following spells to the Shadowcaster spell list: ##### Cantrips (0 level) *Mind Sliver*
*Sapping Sting*
##### 1st Level *Frost Fingers*
*Gift of Alacrity*
*Tasha's Caustic Brew*
##### 2nd level *Tasha's Mind Whip*
##### 3rd level *Intellect Fortress*
*Spirit Shroud*
*Summon Shadowspawn*
*Summon Undead*
##### 4th Level *Gravity Sinkhole*
##### 5th Level *Temporal Shunt*
##### 7th Level *Dream of the Blue Veil*
*Tether Essence*
##### 8th Level *Dark Star*
##### 9th Level *Blade of Disaster*
*Ravenous Void*
> ##### A Creeping Darkness - Multiclass Shadowcasters > When a character with the Spellcasting or Pact Magic class feature takes a level in Shadowcaster, they can choose to gain an additional level of shadowcaster by losing a level of the class that granted them Spellcasting or Pact Magic. > > For example, a 5th level wizard/1st level shadowcaster that earns enough experience to advance to 7th level can grow to either a 5th level wizard/2nd level shadowcaster, 6th level wizard/1st level shadowcaster, or a 4th level wizard/3rd level shadowcaster. > > If your group uses the optional rule on multi classing in the Player's Handbook, here's what you need to know if you choose shadowcaster as one of your classes. > > **Ability Score Minimum.** As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a shadowcaster. > > **Proficiencies Gained.** If shadowcaster isn't your initial class, you gain proficiency with light armor and simple weapons when you take your first level in shadowcaster. > > **Spell Slots.** Add your levels in the shadowcaster class to the appropriate levels from other classes to determine your available spell slots. \pagebreakNum ## Spell Descriptions #### Afraid of the Dark *3rd-level illusion* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You conjure forth twisting shadows that only the target can see out of the corner of their eyes. They have disadvantage on saving throws against being charmed or frightened. Additionally, every time they take damage they take an additional 1d4 points of psychic damage as the shadows reach out for them in their minds. Creatures who lack vision and rely on blindsight or similar methods are immune to this spell. #### Army of Shadow *9th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, D - **Duration:** Concentration, up to 10 minutes ___ When the spell is complete, 2d4 **shadow elementals** appear. Every minute thereafter, an additional 1d4 shadow elementals appear at the start of turn, up to a maximum equal to half of your shadowcaster level (round down). Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell. The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. The elementals are friendly to you and your companions for the duration. Roll initiative for the elementals (who all act at the same time), which take their own turn. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to the elementals, they defend themselves from hostile creatures but otherwise take no actions. You do not need to concentrate to maintain control over the elementals, however you need to maintain concentration in order to continue summoning more elementals. You can dismiss them singly or in groups at any time as an action. #### Aura of Shade *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ A deep shadow is cast over the subject of this spell, protecting them and chilling their weapons. This spell grants the recipient resistance to cold and necrotic damage, and all of their weapon attacks count as magical and deal an additional 1d6 points of cold damage. \columnbreak #### Bend Perspective *Illusion cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** S - **Duration:** 1 minute ___ As a bonus action, you can choose a point within 15 feet of you. For the duration of the spell, you can see and hear the world around you as if you were at that point until the end of your turn. During this time, you are deaf and blind with regard to your own senses. #### Black Candle *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ Light fades from a object you touch to fill a 15-foot radius sphere for the Duration. This effect spreads around corners. A creature with Darkvision can see through this darkness, and nonmagical light can't illuminate it. If the target you chose 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 effect. If any of this spell's area overlaps with an area of light created by a spell or cantrip, the magical light ignores this The spell ends if you cast it again or dismiss it as an action. #### Black Fire *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** S - **Duration:** Instantaneous ___ With a flick of your fingers, a series of bitterly cold black fires erupt into existence. You create three blazes of fire, and they can be clustered around a single target or at several. Any target caught by a blaze must make a Dexterity saving throw. A target takes 2d8 points of cold damage on a failed save, or half as much on a successful one. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can create one additional blaze for each slot level above 2nd. #### Bolster *4th-level necromancy* ___ - **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V, S - **Duration:** 8 hours ___ You bolster the bodies of up to 4 creatures (including yourself). They get a number of temporary hit points equal to twice your shadowcaster level + your intelligence modifier. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 5th. The creatures must all be within 30 feet of you when you target them. \pagebreakNum #### Carpet of Shadow *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, D - **Duration:** 1 minute ___ Darkness billows to fill the area, impeding the movement of creatures. A 30-foot radius area centered on a point of your choice within range becomes clogged with shadows, becoming lightly obscured. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. #### Clinging Darkness *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ Thick, cloying darkness adheres to those unfortunate enough to be caught in the area, eating away at them until they manage to cleanse themselves of it. All creatures within a 15-foot radius of a point that you choose must make a Dexterity saving throw or take 4d6 necrotic damage and be covered in a sticky, tar-like substance. Until a creature takes an action to wipe off the shadowstuff or starts their turn in sunlight, the target takes 7 (2d6) necrotic damage at the start of each of its turns. On a successful saving throw, they only take half damage and are not covered. #### Consume Essence *9th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous ___ You reach out and seize a creatures shadow and, by extension, its life. If the creature has 100 hit points or fewer, it dies, and the creature can be restored to life only by means of a *true resurrection* or a *wish* spell. If the creature has more than 101 hit points, it takes 20d6 points of necrotic damage. #### Dancing Shadows *3rd-level illusion* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, D - **Duration:** 1 minute ___ The creature of your choice within range is concealed by flickering shadows. If a creature hits them with an attack roll, roll a d4. On a 4, the attack instead misses, regardless of its roll. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. \columnbreak #### Dark Metamorphosis *8th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, D - **Duration:** 8 hours ___ All of the light drains out of your body, and your form becomes semi translucent. Until this spell ends, you gain the following abilities: - You gain a fly speed of 60 feet. - You gain resistance to acid, cold, fire, lightning, poison and thunder damage; and bludgeoning, piercing and slashing damage from nonmagical attacks. - You cannot be grappled, petrified, knocked prone or restrained. - You become incoporeal, allowing you to ignore difficult terrain and giving you the ability to move through creatures and objects. You take 1d10 points of force damage if you end your turn inside an object. #### Dark Soul *7th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Until dispelled ___ This spell assaults and twists a creatures' mind, spawning delusions and provoking uncontrolled action. One creature within range must make a Charisma saving throw or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. ##### Confusion Behavior | d10 | Behavior | |:---:|:-----------:| | 1-2 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature can only take the Dash action this turn. | | 4-6 | The creature doesn't move or take actions this turn. | | 7-9 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | | 10 | The creature can act normally. \pagebreakNum #### Darkflame *7th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 hour ___ Seven hovering motes of obsidian and cerulean flame spark into life around your head and orbit you until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 8d8 cold damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, you have resistance to fire damage and advantage on saves versus fire. If you have one to three motes remaining, you only have advantage to saves versus fire. ***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th. #### Deadly Shade *6th level abjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, D - **Duration:** Concentration, up to 10 minutes ___ You create a 30-foot radius sphere centered on a point of your choice within range where you can choose to empower your allies or punish your foes. When casting this spell, choose one of the two following options to affect creatures in the area of the spell; **Life Spared.** Until the spell ends, every creature of your choice in the area of the spell has resistance to bludgeoning, piercing and slashing damage from nonmagical attacks, and damage from spells. **Life Taken.** Until the spell ends, every creature of your choice in the area of the spell takes an additional 2d6 points of necrotic damage every time they take damage. #### Ebon Roads *4th level illusion* ___ - **Casting Time:** 1 minute - **Range:** 15 feet - **Components:** V, S, D - **Duration:** 8 hours ___ You have learned how to walk the edges of the border between the Shadowfell and the Material Plane. Casting this spell allows you and up to 8 willing creatures to take a jaunt on the Shadowfell, onto a magically created path that leads you to your desired destination. In this region of shadow, you move at a rate of 100 miles an hour, moving normally on the border of the Shadowfell but much more rapidly relative to the Material Plane. Because of the motion blur, you can't precisely judge where you'll emerge back onto the Material Plane. You are shunted 2d6 x 100 feet in a random horizontal direction. If this would place you inside an object, you are shunted to the nearest open space, taking 2d10 points of force damage. #### Echo Spell *5th-level abjuration* ___ - **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:** Instantaneous ___ You can "echo" a spell cast by anyone other than yourself, effectively casting the spell again. You can only echo a spell with a casting time of 1 action or bonus action, and if it requires an expensive material component you must supply it. An echoed spell is always cast as its base effect, regardless of the spell slot or class ability used. You use your own spellcasting modifiers to determine the spell attack bonus or saving throw of the echoed spell, and can freely choose the target of the echoed spell. You do not expend an additional spell slot when you cast this spell. #### Ephemeral Image *7th-level illusion* ___ - **Casting Time:** 12 hours - **Range:** Self - **Components:** V, S, D - **Duration:** Until dispelled ___ You shape an illusory duplicate of yourself. The duplicate is a creature, partially real and formed shadows, and it can take actions and otherwise be affected as a normal creature. It appears to be identical to you, but it has half of your maximum hit points when the spell is cast and is formed without any equipment. Otherwise, the illusion uses all of your statistics, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. An *ephemeral image* cannot cast this spell. #### Fearful Gloom *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ This 50-foot radius sphere of magical darkness features vague outlines of screaming faces on the surface of it. Any creature in the area at the start of their turn or who moves into the area of the spell must make a Wisdom saving throw or be frightened. While frightened by this spell, a creature is incapacitated and their speed becomes 0. This effect lasts until the spell ends or someone uses an action to shake or slap the creature out of their terrified state. \pagebreakNum #### Flesh Fails *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 minute ___ Make a melee spell attack against a creature that you can reach. On a hit, that creature deals only half damage with melee attacks that use Strength or Dexterity until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. #### Flicker *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S - **Duration:** 8 hours ___ If attacked, you can step back into shadows to evade. As a reaction to being hit, you can teleport up to 15 feet. Once you have used this effect a number of times equal to your spellcasting modifier, this spell ends. #### Flood of Shadow *6th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, D - **Duration:** Concentration, up to 10 minutes ___ A flood of mystical shadows fills a 20-foot-radius sphere at a point of your choice within range, clinging and hampering the magic necessary for spellcasting. In this area of dim light, spellcasting is impeded. Any creature who tries to cast a spell in the darkened area must make a spellcasting ability check. The DC equals 10 + twice the spell's level. On a failure, the spell fails and the spell slot is expended. #### Frost Lance *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Instantaneous ___ You direct a focused lance of superchilled air at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). \columnbreak #### Grasping Shadows *7th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, D - **Duration:** 10 minutes ___ Spectral ebony tendrils fill a 30-foot square on ground that you can see within range. For the duration, these tentacles 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 Dexterity saving throw or take 4d6 bludgeoning damage and 6d6 psychic damage and be restrained by the tentacles until the spell ends. You can choose to exclude any creatures of your choice from the effect. A creature that starts its turn in the area and is already restrained by the tentacles takes 4d6 bludgeoning damage and 6d6 psychic damage and must make a Wisdom saving throw or be blinded until magic such as the *lesser restoration* spell removes the blindness. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. #### Illusory Walker *8th-level illusion* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** S, D - **Duration:** Concentration, up to 1 minute ___ By gathering threads of shadow material from the Shadowfell, you create a Huge nightwalker in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion up to 40 feet. At any point during its movement, you can cause it to point its finger and unleash a crackling beam of black and blue energy at a creature within 60 feet. The creature must make an Intelligence saving throw, taking 10d6 psychic damage on a failed save, or half as much damage on a successful one. The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the nightwalker can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its attack. \pagebreakNum #### Investiture of Shadow *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, D - **Duration:** Concentration, up to 10 minutes ___ Until the spell ends, your body darkens to the point where you're nearly indistinguishable from the shadows around you. - Weapon attacks made against you have disadvantage on the attack roll. - You become incoporeal, allowing you to ignore difficult terrain and giving you the ability to move through creatures and objects. You take 1d10 points of force damage if you end your turn inside an object. Additionally, as long as you start and end your movement on a solid surface, you have a fly speed equal to your walking speed. - You can use your action to create a 15-foot cone of scything shadows extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Wisdom saving throw. A creature takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. #### Killing Shadows *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ For the spell's duration, your eyes become black pits of utter darkness. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or take 4d6 points of necrotic damage, or half as much damage on a successful save. On each of your turns until the spell ends, you can use your action to target another creature. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Mesmerizing Shade *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, D - **Duration:** Concentration, up to 1 minute ___ You cast a flickering corona of shadow about the head of a target, disorienting them. If they fail an Intelligence saving throw, they have disadvantage on all ability checks and attack rolls until the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them \columnbreak #### Nightmare Touch *Illusion cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous ___ Wisps of shadow cover your hand as you bring forth a creature's deepest fears. Make a melee spell attack against the target. On a hit, the target takes 1d6 psychic damage and must roll a d4 and subtract the number rolled from the next saving throw it makes before the end of its next turn. This spell's damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Nights Reach *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, D - **Duration:** Concentration, up to 1 minute ___ Wisps of shadow leak from your jet black hands, and you gain the ability to perform special attacks at range. When you cast the spell and as a bonus action on your subsequent turns, you can affect a creature up to 60 feet away with one of the following effects. ***Grasp.*** Unless they succeed on a Dexterity saving throw, their speed is reduced to 0 until the end of their turn. ***Help.*** You can use the Help action to either lend your aid to an ally or grant advantage to attacking an enemy. ***Manipulate.*** You can use the Use an Object action at range, using your own ability scores. ***Push.*** Unless they succeed on a Strength saving throw, they are pushed back 10 feet. ***Trip.*** Unless they succeed on a Dexterity saving throw, they are knocked prone. #### Quicker than the Eye *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** 1 hour ___ The creature's hands are stained pitch black, and become far more adept at delicate tasks. They add twice their proficiency bonus to any Dexterity (Sleight of Hand) checks that they make, and can make Dexterity (Sleight of Hand) checks as a bonus action. \pagebreakNum #### Shadow Apocalypse *9th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous ___ At three different points you can see within range, tears between the Shadowfell and the Material Plane form. Each creature in a 30-foot-radius sphere centered on each point you choose must make a Constitution saving throw. The effect spreads around corners. A creature takes 25d6 cold damage and 25d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one planar tear is affected only once, but they have disadvantage on the saving throw to avoid its effects. A creature killed by this spell has their body and psyche torn between the planes, and can only be restored to life by means of a *true resurrection* or a *wish* spell. #### Shadow Vision *4th-level illusion* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 minute ___ You cover a creature's eyes in a layer of shadows, cutting off their vision. One creature within range becomes blinded. The blinded target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. #### Sharp Shadows *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 hour ___ Shadows weave around you in a thorny mantle of shade, punishing those who attack you. Whenever a creature within 10 feet of you hits you with a melee attack, the shadows strike back. The attacker takes 2d8 points of magical piercing damage. \columnbreak #### Sickening Shadow *5th level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ Utter darkness outlined by a pale purple light spreads within a 30-foot-radius sphere centered on a point you choose within range. The magical darkness spreads around corners, and it lasts until the spell ends. As a bonus action, you can move the sphere up to 30 feet. When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 necrotic damage, its maximum hit points is reduced by the amount of necrotic damage taken, and it suffers one level of exhaustion. The darkness caused by this spell goes away when the spell ends, and the reduced maximum hit points and exhaustion lasts until they take a short or long rest. #### Sight Obscured *Illusion cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ Summoned wisps of shadows help conceal movement. Whenever a creature makes their next Dexterity (Stealth) check in the next 10 minutes against visual detection, treat a roll of 7 or lower on the d20 as an 8. #### Surge of Shadows *9th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 round ___ You control creature's black reflections to take control of their bodies for an instant. In a 20-foot-radius sphere centered at a point of your choice within range, all creatures of your choice must make a Charisma saving throw. If they fail, you control exactly what they do with their next turn. \pagebreakNum #### Thoughts of Shadow *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You open the subject's mind to shadow, and the new perspectives that it offers. Choose one of the following effects; the target gains that effect until the spell ends. **Structured Thoughts.** The target has advantage on all Intelligence saves. **Iron Will.** The target has advantage on all Wisdom saves. **Infallible Confidence.** The target has advantage on all Charisma saves. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. #### Threads of Dusk *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You seize a fistful of spectral threads of shadow from nearby creatures to drain them of their vitality. A target within 60 feet must succeed on a Dexterity save or take 2d4 points of necrotic damage. You may pull on additional threads when you reach higher levels: two threads when you reach 5th level, three at 11th, and four at 17th. You can pull on threads from the same target or from different targets. #### Umbral Touch *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ One of your hands is infused with dark, shadowy energy, allowing you to inflict devasting damage with a touch. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d8 necrotic damage, their speed is reduced to 0 and it can't take reactions until the start of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. \columnbreak #### Unbind Umbral Servant *7th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, D - **Duration:** Instantaneous ___ A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 necrotic damage. Constructs and undead aren't affected. A humanoid killed by this spell rises at the start of your next turn as a **shadow** that is permanently under your command, following your verbal orders to the best of its ability. Non-evil humanoids killed by your shadow's Strength Drain attack do not rise as new shadows after 1d4 hours. The shadow serves you without question for 7 days, after which it fades into nothingness. ***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, the damage increases by 3d6 for each slot level above 7th. #### Unravel Dweomers *5th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V, S - **Duration:** Instantaneous ___ A blast of shadows erupts from your hands, eroding and disintegrating magic that affects each creature, object, or magical effect within a 30-foot cone. Any spell of 5th level or lower in the area ends. For each spell of 5th level or higher in the area, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you automatically end the effects of any spell caught in the cone if the spell's level is equal to or less than the level of the spell slot you used. \pagebreakNum #### Wall of Shadows *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ A inky wall of utter darkness appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, or a ringed wall up to 30 feet in diameter, 20 feet high, and 1 foot thick. The wall of magical darkness blocks line of sight, but creatures and objects can pass through it. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 7d8 cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage and their speed isn't reduced. One side of the wall, selected by you when you cast this spell, deals 7d8 cold damage to each creature that ends its turn within 20 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Warp Spell *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 hour ___ A corona of shadow is draped over you, protecting you from hostile magic. As a reaction, a spell that targets only you can be turned back upon the original caster if the spell is cast within 60 feet. You roll an opposed spellcasting ability check with the caster of the spell. If you win, the spell is turned upon the original caster, as if they had cast the spell. If they win, the spell is not turned, but you have advantage on the spell's saving throw. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you may attempt to turn one additional spell for each slot level about 4th. #### Wither *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot cone) - **Components:** V, S - **Duration:** Instantaneous ___ A blast of necrotic energy erupts from your hands. Each creature in a 10-foot cone must make a Constitution saving throw or take 1d6 necrotic damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \pagebreakNum # Races of Shadow ## Gloaming this race blah blah blah ### Gloaming Traits Your gloaming character has the following traits. ***Ability Score Increase.*** Your Dexterity score increases by 2, and one other ability score of your choice increases by 1. ***Age.*** Gloamings mature slightly faster than humans, but their adventurous spirits means that they tend to leave their families at about the same age as a human would. On average, they live about 350 years. ***Alignment.*** Gloamings love freedom, variety, and are incredibly curious, so they lean strongly toward the gentler aspects of chaos. They tend to lean contrary to the general alignment of the area, and usually stay in small family units. ***Size.*** Gloamings tend to litheness, though their wings make them appear larger than they are. Your size is Small. To set your height and weight randomly, start with rolling a size modifier: *Size modifier* = 2d4 *Height* = 2 feet + 6 inches + your size modifier in inches *Weight* in pounds = 25 + your size modifier ***Speed.*** Your base walking speed is 25 ft, and you have a fly speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. ***Superior Darkvision.*** Accustomed to the darkest of shadows, you have superior vision in dark and dim conditions. You can see in dim light within 120 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. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. ***Luminescence.*** As a standard action, you can make your skin provide illumination. This provides bright light in a 15-foot radius and dim light for an additional 15 feet. This light lasts until you choose to dim it as another action. If you die while illuminated, the light gradually fades over the next minute. ***Languages.*** You can speak, read, and write Common and Undercommon. \pagebreakNum # Magical Items of Shadow I hate how the first letter after a primary title is always *absolutely massive.* #### Boots of Shadow Stepping *Wondrous item, rare (requires attunement)* While attuned to these boots, whenever you roll a Dexterity (Stealth) check to move silently, you can roll a d4 and add the number rolled to the result of your check. Additionally, you can magically teleport yourself as a bonus action to a location that you can see within 30 feet. You cannot use this item if you or the desired location is in sunlight. Once you use this property, you can't use it again until you complete a short or long rest. #### Dark Lantern *Wondrous item, uncommon* This magical hooded lantern lowers the ambient light when lit, its dark cerulean flames slowly dancing with the low shatter of cracking tile. It casts dim light in a 60-foot radius, reducing nonmagical bright light that isn't sunlight in the area, or lighting up nonmagical darkness. Lowering the lid reduces the radius to 5 feet. #### Shadowforged Armor *Any medium or heavy armor, rare (requires attunement)* Once you attune to this tarnished silver torc set with a pure black gemstone, you can summon or dismiss armor made of darkness around your form as an action. This armor is weightless, and if the armor normally imposed disadvantage on Dexterity (Stealth) checks or had a Strength requirement, the shadowforged version of the armor doesn't. While in sunlight, you take a -1 penalty to AC as the shadows strain to hold together until the light. #### Shadowsilk Armor *Any light armor, uncommon* Woven from the silk of dark spiders (see Monsters), whenever you roll a Dexterity (Stealth) check while wearing this armor to hide, you can roll a d4 and add the number rolled to the result of your check. If damaged, the material knits itself back together in darkness, as the *mending* cantrip. #### Staff of Night *Staff, simple weapon, very rare (requires attunement by a spellcaster)* You have resistance to necrotic damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *afraid of the dark* (3 charges), *carpet of shadow* (1 charge), or *wall of shadows* (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff flickers, fades into darkness and evaporates. #### Twilight Glaive *Martial weapon (glaive), rare* This item appears to be a long pole. While grasping the pole, you can use a bonus action to cause a blade of pure darkness to spring into existence from the tip, or make the blade disappear. While the blade exists, this magic glaive has the heavy, reach and two-handed properties. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a living creature with it, that target takes an extra 1d10 necrotic damage. \pagebreakNum # Monsters of Shadow ## Many Monsters ### Dark Template A beast, fey, humanoid, or monstrosity can become a dark creature. It keeps its statistics, except as follows. **Challenge.** To avoid recalculating the creature’s challenge rating, apply the template only to a creature that meets the optional prerequisite in the spallcasting table below. Otherwise, recalculate the rating after you apply the template. **Skill Proficiency: Stealth.** The dark creature's proficiency bonus is doubled for its Dexterity (Stealth) checks. **Senses.** The dark creature gains darkvisison with a radius of 60 feet. If the base creature already had darkvision, extend the radius by 30 feet. **New Action: Slip Into Shadow.** The dark creature can use the Hide action as a bonus action in darkness, even if they have no cover or if they’re under observation. They can also use the Dash Action as a bonus action in dim light or darkness. **New Action: Innate Spellcasting.** The dark creature innately gains the ability to manipulate shadowstuff, using Charisma as the creature's spellcasting ability, without the need for any components. The dark creatures's Challenge Rating determines how this action functions. | Challenge Rating | Innate Spellcasting | Optional Charisma Score | |:---:|:-----------:|:---:| | Challenge 1/8 or higher | Least Ability | 9 or less | | Challenge 3 or higher | Lesser Ability | 10-14 | | Challenge 5 or higher | Greater Ability | 15-19 | | Challenge 8 or higher | Master Ability | 20+ | Based on their level of Innate Spellcasting obtained, they are granted the following: **Least Ability.** Choose one spell of 1st level that they can cast 1/Day. **Lesser Ability.** Choose two spells of 1st or 2nd level that they can cast 2/Day. **Greater Ability.** Choose two spells of 1st or 2nd level that they can cast 3/Day, and one spell of up to 4th level that they can cast 1/Day. **Master Ability.** Choose two spells of 1st, 2nd or 3rd level that they can cast 3/Day, and one spell of up to 5th level that they can cast 1/Day. \columnbreak ___ > ## Dark Spider >*Large beast, unaligned* >___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 26 (4d10 + 4) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|12 (+1)|2 (-4)|11 (+0)|4 (-3)| >___ > - **Skills** Stealth +7 > - **Senses** blindsight 10 ft., darkvision 90 ft., passive Perception 10 > - **Languages** — > - **Challenge** 1 (200 XP) >___ > ***Innate Spellcasting.*** The spider's spellcasting ability is Charisma (spell save DC 7). The spider can innately cast the following spell, requiring no components: > > 1/Day: *false life* > > ***Slip Into Shadow.*** The spider can use the Hide action as a bonus action in darkness, even if they have no cover or if they’re under observation. The spider can also use the Dash Action as a bonus action in dim light or darkness. > > ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. > > ***Web Walker.*** The spider ignores movement restrictions caused by webbing. > ### Actions > ***Bite.*** _Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. > > ***Web (Recharge 5-6).*** _Ranged Weapon Attack:_ +5 to hit, range 30/60 ft., one creature. _Hit:_ The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). \pagebreakNum ___ > ## Dark Hook Horror >*Large monstrosity, neutral* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 75 (10d10 + 20) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|15 (+2)|6 (-2)|12 (+1)|8 (-1)| >___ > - **Skills** Perception +3, Stealth +4 > - **Senses** blindsight 60 ft., darkvision 150 ft., passive Perception 13 > - **Languages** Hook Horror > - **Challenge** 3 (700 XP) > ___ > > ***Echolocation.*** The hook horror can't use its blindsight while deafened. > > ***Innate Spellcasting.*** The hook horror's spellcasting ability is Charisma (spell save DC 9). The hook horror can innately cast the following spell, requiring no components: > > 2/Day each: *absorb elements, armor of agathys* > > ***Keen Hearing.*** The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. > > ***Slip Into Shadow.*** The hook horror can use the Hide action as a bonus action in darkness, even if they have no cover or if they’re under observation. The hook horror can also use the Dash Action as a bonus action in dim light or darkness. > > ### Actions > ***Multiattack.*** The hook horror makes two hook attacks. > > ***Hook.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. ___ > ## Ephemeral Hangman >*Large aberration, chaotic evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 114 (12d10 + 48) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|14 (+2)|18 (+4)|6 (-2)|14 (+2)|16 (+3)| >___ > - **Skills** Stealth +8 > - **Damage Resistances** cold, necrotic, poison > - **Condition Immunities** blinded > - **Senses** blindsight 120 ft. (blind beyond this radius), passive Perception 12 > - **Languages** — > - **Challenge** 7 (2 900 XP) > ___ > > ***Regeneration.*** The hangman regains 10 hit points at the start of its turn. If the hangman takes radiant damage, this trait doesn't function at the start of the hangman's next turn. The hangman dies only if it starts its turn with 0 hit points and doesn't regenerate. > > ***Shadow Stealth.*** While in dim light or darkness, the hangman can take the Hide action as a bonus action. > > ### Actions > ***Multiattack.*** The hangman makes four tendril attacks. If it has a creature grappled, it can make a bite attack as a bonus action against a grappled creature. > > ***Tendril.*** *Attack Style:* +8 to hit, Reach 10 ft., one target. *Hit:* 8 (1d6 + 5) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 16). The hangman has four tendrils, each of which can grapple only one target. Until this grapple ends, the creature is restrained, and the hangman can't use that tendril against another target. > > ***Bite.*** *Attack Style:* +8 to hit, Reach 5 ft., one target. *Hit:* 12 (2d6 + 5) piercing damage, and the target must make a DC 14 Wisdom save or have disadvantage on all ability checks and attacks rolls for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \pagebreakNum ___ ___ > ## Nightcrawler >*Gargantuan undead, neutral evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 438 (25d20 + 175) > - **Speed** 50 ft., burrow 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|10 (+0)|24 (+7)|20 (+5)|14 (+2)|22 (+6)| >___ > - **Saving Throws** Str +16, Con +14, Int +12, Cha +13 > - **Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** cold, necrotic, poison > - **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** truesight 120 ft., passive Perception 12 > - **Languages** Undercommon, telepathy 120 ft. > - **Challenge** 24 (62 000 XP) > ___ > > ***Annihilating Aura.*** Any creature that starts its turn within 30 feet of the nightcrawler must succeed on a DC 23 Constitution saving throw or take 17 (5d6) necrotic damage and grant the nightcrawler advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura. > > ***Earth Glide.*** The nightcrawler can burrow through earth and stone. While doing so, the nightcrawler doesn't disturb the material it moves through. > > ***Legendary Resistance (3/Day).*** If the nightcrawler fails a saving throw, it can choose to succeed instead. > > ***Life Eater.*** A creature reduced to 0 hit points from damage dealt by the nightcrawler dies and can't be revived by any means short of a *wish* spell. > > ***Magic Resistance.*** The nightcrawler has advantage on saving throws against spells and other magical effects. > > ***Defy Divinity.*** The nightcrawler is immune to all effects that turn undead, and all undead within 60 feet have advantage on saving throws against any effect that turns undead. > > ### Actions > ***Multiattack.*** The nightcrawler makes one bite attack and two Fell Gaze attacks, or makes three Fell Gaze attacks. > > ***Bite.*** *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 31 (5d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 23 Dexterity saving throw or be swallowed by the nightcrawler. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the nightcrawler, and it takes 35 (10d6) necrotic damage at the start of each of the nightcrawler's turns. > > If the nightcrawler takes 40 damage or more on a single turn from a creature inside it, the nightcrawler must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightcrawler. If the nightcrawler dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. > > ***Fell Gaze.*** *Ranged Spell Attack:* +13 to hit, range 120 ft., one target. *Hit:* 22 (4d10) necrotic damage. The target must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. > > ### Legendary Actions > The nightcrawler can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The nightcrawler regains spent legendary actions at the start of its turn. > > **Glare.** The nightcrawler makes a Fell Gaze attack. > > **Move.** The nightcrawler moves up to its speed without provoking opportunity attacks. > > **Channel Negative Energy (Costs 2 Actions).** The nightcrawler magically unleashes negative energy. Creatures within 150 feet of the nightcrawler, including ones behind barriers and around corners, can't regain hit points until the end of the nightcrawler's next turn. \pagebreakNum ___ > ## Nightwing >*Huge undead, neutral evil* > ___ > - **Armor Class** 15 > - **Hit Points** 313 (25d12 + 150) > - **Speed** 20 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|20 (+5)|22 (+6)|6 (-2)|11 (+0)|7 (-2)| >___ > - **Saving Throws** Con +12, Dex +11 > - **Skills** Stealth +11 > - **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** — > - **Challenge** 18 (20 000 XP) > ___ > > ***Annihilating Aura.*** Any creature that starts its turn within 30 feet of the nightwing must succeed on a DC 19 Constitution saving throw or take 11 (3d6) necrotic damage and grant the nightwing advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura. > > ***Flyby.*** The nightwing doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ***Life Eater.*** A creature reduced to 0 hit points from damage dealt by the nightwing dies and can't be revived by any means short of a *wish* spell. > > ***Shadow Stealth.*** While in dim light or darkness, the nightwing can take the Hide action as a bonus action. > > ### Actions > ***Multiattack.*** The nightwing makes one bite and two stinger attacks. > > ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit* 19 (3d8 + 5) necrotic damage. > > ***Stinger.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 32 (6d8+5) necrotic damage. A creature that the nightwing hits with a stinger attack must succeed on a DC 19 Dexterity save or have any magic properties of their possessions suppressed. This suppression lasts until they finish a short or long rest. ___ > ## Shadow Elemental >*Large elemental, neutral* > ___ > - **Armor Class** 15 > - **Hit Points** 90 (12d10+24) > - **Speed** 0 ft., fly 60 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|20 (+5)|15 (+2)|6 (-2)|10 (+0)|7 (-2)| >___ > - **Damage Resistances** cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Undercommon > - **Challenge** 5 (1 800 XP) > ___ > > ***Incorporeal Movement.*** The elemental can move through an object or another creature, but can't stop there. > > ***Shadow Form.*** The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. > > ***Sunlight Sensitivity.*** While in sunlight, the elemental has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. > > ### Actions >***Multiattack.*** The elemental makes two touch attacks. > >***Touch.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage. > > ***Envelop (Recharge 4–6).*** Each creature in the elemental's space must make a DC 14 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) necrotic damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and blinded unless it can see in magical darkness. If the saving throw is successful, the target is pushed out of the elemental's space. > > The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) necrotic damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding. \pagebreakNum ## NPCs of Shadow ___ > ## Shadow Adept >*Medium humanoid (any race), lawful neutral* > ___ > - **Armor Class** 16 (studded leather, Path Focus) > - **Hit Points** 99 (18d8 + 18) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|12 (+1)|20 (+5)|15 (+2)|16 (+3)| >___ > - **Saving Throws** Dex +7, Int +9 > - **Skills** Arcana +13, History +13, Stealth +7 > - **Damage Resistances** necrotic, poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** any four languages, telepathy 60 ft. > - **Challenge** 12 (8 400 XP) > ___ > > ***Magic Resistance.*** The adept has advantage on saving throws against spells and other magical effects. > > ***Path Focus.*** The adept has telepathy with a range of 60 feet, a +1 bonus to AC and their movement does not provoke opportunity attacks. > > ***Spellcasting.*** The adept is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The adept knows the following shadowcaster spells:
Cantrips (at will): *bend perspective, frost lance, message, minor illusion, threads of dusk*
1st level (4 slots): *absorb elements, bane, carpet of shadow, hex*
2nd level (3 slots): *hold person, phantasmal force, see invisibility, suggestion*
3rd level (3 slots): *afraid of the dark, clinging darkness, counterspell, fear*
4th level (3 slots): *aura of shade, confusion, death ward*
5th level (3 slots): *echo spell, unravel dweomer, wall of shadows*
6th level (1 slot): *disintegrate, true seeing*
7th level (1 slot): *unbind umbral servant*
8th level (1 slot): *illusory walker*
9th level (1 slot): *army of shadow* > > ### Actions > > ***Dagger.*** Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. ___ > ## Tenebrous Cabalist >*Medium humanoid (any race), neutral evil* > ___ > - **Armor Class** 14 (studded leather) > - **Hit Points** 38 (7d8 + 7) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|14 (+2)|13 (+1)|16 (+3)|11 (+0)|12 (+1)| >___ > - **Saving Throws** Dex +4, Int +5 > - **Skills** Arcana +5, History +5, Stealth +4 > - **Damage Resistances** necrotic > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** any three languages > - **Challenge** 3 (700 XP) > ___ > > ***Path Focus.*** The cabalist has advantage on saving throws against being frightened, and can see through magical darkness. > > ***Spellcasting.*** The cabalist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The cabalist knows the following shadowcaster spells:
Cantrips (at will): *black candle, frost lance, minor illusion, toll the dead*
1st level (4 slots): *bane, carpet of shadow, dissonant whispers*
2nd level (3 slots): *black fire, darkness, phantasmal force*
3rd level (3 slots): *sharp shadows, slow*
4th level (1 slot): *confusion, shadow vision* > > ### Actions > > ***Quarterstaff.*** *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.