Mia's Tome of Shadows
The Art of Shadow Magic
Shadow magic is usually a highly specialized art utilized by specific orders and techniques. A number of rogues use the art efficently as well as one monastic tradition. The mages to use this art are typically warlocks on account of their connection to the darker forces of magic. Mia, a Tabaxi High-Mystic was one of the first to start studying it as a proper school that can be used by many, this is a collection of her spells and arts relating to the subject.
Using These Spells
These spells are mostly meant to be used by relevant subclasses such as the shadow sorcerer, the school of skiamancy wizard found later in this book, and other similar cases, much like the dunamancy and chronurgy spells found in Explorer's Guide to Wildemount, however feel free to give them to characters as you see fit
Spells
Cantrips (0 Level)
- Control Shadows
- Darklight
- Flying Shadow
- Shadowbolt
1st Level
- Draw Shadow
- Mia's Dark Claws
- Shade Ribbons
2nd Level
- Become Shadow
- Imbue Shadow
- Mia's Shrouded Slash
- Negative Image
- Shadowhex Rune
- Shadow Link
3rd Level
- Dark Mirror
- Mia's Black Coffin
- Perfect Dark
- Shadebind
- Shadowvision
4th Level
- Nemesis
- Raise Shadow
- Shadow Step
5th Level
- Final Gambit
- Mia's Streaking Shadows
6th Level
- Form of Shadow
- Summon Shadow Colossus
7th Level
- Darkened Sun
8th Level
- Voidrend
9th Level
- Tear Shadow
Spell Discriptions
Become Shadow
2nd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 round
You connect yourself with the plane of shadow, becoming a semi-tangible mass of darkness. Until the start of your next turn you gain the following benefits.
- You are resistant to necrotic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You are considered to be in darkness for the purpose of spells or abilities that require such
- You have advantage on Dexterity (Stealth) checks to hide in patches of darkness
Control Shadows
Transmutation cantrip
- Casting Time: 1 action
- Range: 60ft.
- Components: S, V
- Duration: Concentration, up to 10 minutes
You can cause a shadow no more than 5 ft. in any dimension within range to form itself into a form you choose. The shadow can also become semi solid to inflict minor touch such as tapping someone's shoulder or lifting a light object (no heavier than 5lbs.)
The shadow is attached to the object/creature casting it and will move with them, and will return to normal if said object is moved outside of the caster's range or the shadow is dissipated. The shadow cannot extend beyond the 5 ft. dimension.
Darkened Sun
7th-level transmutation
- Casting Time: 1 action
- Range: 1 mile radius
- Components: S, M (an orb of black material such as obsidian or onyx)
- Duration: Concentration up to 1 hour
You point to the sky as the sun darkens, appearing akin to an eclipse that shines on a 1-mile radius around you. The area is shrouded in dim light that counts as complete darkness for spells or abilities that require it. In addition, any detriments caused by sunlight are canceled.
Darklight
Illusion cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 10 minutes
You touch a torch, candle, or campfire, causing it to erupt in black flame. For the duration this object converts everything in a 20 ft. radius to dim light.
Dark Mirror
3rd-level abjuration
- Casting Time: 1 reaction taken upon becoming the target of a ranged attack
- Range: Self
- Components: S, M, V (a small shard of obsidian, onyx, or glass)
- Duration: 1 round
A mirror with a border of blackened material appears between you and the projectile(s), absorbing the brunt of the damage and reflecting the rest back at the attacker. For the duration, any ranged attack made against you is reflected back at the attacker with the same attack value. If the attack were to hit the attacker the attack only does half of the damage rolled.
If the ranged attack in question is a spell it can only be reflected if the level at which you cast this spell is equal to or greater than the level of the spell targeting you. If the offending spell is a higher level than this spell the mirror shatters, ending the spell early and you only take half damage from the attack.
Draw Shadow
1st-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour or until dispelled
You dip your hands into a shadow, drawing a portion of it to create up to 3 simple objects from it. You can create any mundane weapon type or simple tool/object. These objects will appear uniform in composition and made out of solid darkness. You can cast this spell multiple times but cannot create more than 5 objects from a single shadow.
Final Gambit
5th-level necromancy
- Casting Time: 1 reaction upon reaching 0 hp
- Range: Self
- Components: V, S
- Duration: 1 hour or until dispelled
Upon reaching the verge of death you cast one final rune upon yourself, causing so that as you drop to the verge of death your shadow takes hold to end your last fight. Upon casting you gain temporary hp equal to 15x the level at which you cast this spell and you appear conscious as your shadow controls you. The player maintains control during this time similarly to how they would with a summoned creature. While this temporary hp remains you cannot cast spells but gain a bonus to your AC, attack and damage rolls, and saving throws equal to your spellcasting ability modifier.
While in this state you would roll death saves as normal unless you are healed or stabilized within the time. Any results of these death saves only takes effect upon the spells exhaustion. If you would be brought back to consciousness by anything during this time you may use your reaction at any point to end the spell, losing your bonuses and regaining normal control.
Flying Shadow
Conjuration cantrip
- Casting Time: 1 action
- Range: 90 ft.
- Components: S
- Duration: Instantaneous
You draw a shard of hardened shadow in the shape of a dagger and fling it at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage. If the target is bloodied (below half its hp maxiumum) you can add your spellcasting modifier to the damage
The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. you can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
Form of Shadow
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration up to 10 minutes
You become an embodiment of darkness. Until the spell ends you gain the following benefits:
- You are immune to necrotic damage and have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, however you are vulnerable to radiant damage.
- You are considered to be in darkness for the purpose of abilities and spells that require such
- You are considered invisible while moving
- You can use your action to create a 30-foot cone of consuming darkness. each creature within the cone must succeed on a Constitution saving throw or take 4d8 necrotic damage and be blinded until the start of their next turn.
- You have advantage on Dexterity (Stealth) checks to hide in patches of darkness
Imbue Shadow
2nd-level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
You touch an object or creature and imbue the essence of your shadow into it. Depending on whether you touch a weapon, suit of armor, or a creature this spell has different effects.
- Armor. This armor no longer imposes disadvantage on stealth checks and reduces necrotic damage taken by a creature wearing it by a number equal to half the level at which this spell is cast (rounded up).
- Creature. A creature imbued by shadow gains darkvision out to a range of 60 ft. if a creature already had darkvision its range is increased by 30 ft. in addition, they gain resistance to necrotic damage.
- Weapon. Creatures have advantage on attacks with this weapon while they are in dim light or darkness and the weapon deals an additional 1d4 necrotic damage.
A creature can only benefit from one effect of this spell at a time.
Liquid Shadow
3rd-level transmutation
- Casting Time: 1 action
- Range: 60ft.
- Components: V, S
- Duration: Concentration up to 1 minute
You conjure a spreading shadow on an area of ground you can see within range, creating a 20ft. radius area of inky blackness. Creatures that step in it will find their legs sinking into the darkness. Creatures moving through this area on foot move at 1/4 their speed. In addition, for the duration of the spell you can use your reaction when a creature moves through the area to try and snare them. If you do so, make a grapple check using your spell attack modifier. Any abilities you have that apply to grapples can apply here provided their other prerequisites are met.
Mia's Black Coffin
3rd-level evocation
- Casting Time: 1 action
- Range: 60ft. (20ft. Cube)
- Components: S, V
- Duration: Instantaneous
A cube of crushing darkness manifests centered on a point within range. All creatures inside a 20ft. cube originating from the chosen point must make a Constitution saving throw or take 5d6 force damage, half as much on a successful save. In addition any creatures that fail the save have their movement speed halved until the end of their next turn.
At Higher Levels. When casting this spell with a spell slot of 4th level or higher the damage increases by 1d6 for each slot level above 3rd.
Mia's Dark Claws
1st-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration up to 10 minutes
You weave shadows around your hands forming sinister, pitch black claws. For the duration these claws become a set of natural weapons that deal 1d8 plus your spellcasting ability modifier slashing damage. You use your spell attack bonus for attacks with these natural weapons
At Higher Levels: When casting this spell using a spell slot of 2nd level or higher, the natural weapons deal an additional 1d8 damage for every 2 levels above 1st. In addition, when casting this spell at 3rd level, any damaging spells with a range of Touch deal an additional 1d8 damage. This bonus increases by 1d8 for every 2 levels above 3rd
Mia's Shrouded Slash
2nd-level evocation
- Casting Time: 1 action
- Range: Self (15-foot radius)
- Components: V, S
- Duration: Instantaneous
You conjure and hone shadows into a razor blade, flourishing it in an area around you. Make a melee spell attack against each creature within 15 feet (using the same attack roll for each creature). On a hit those creatures take 3d6 slashing damage, or half as much on a miss.
If you are in an area of dim light or darkness when you cast this spell, the blade blends with the surrounding darkness, catching the targets off guard. Creatures hit by the attack become exposed until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd Level or higher, it deals an additional 1d6 damage to each target on hit for each slot level above 2nd.
Mia's Streaking Shadows
5th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (several small beads of black glass)
- Duration: Concentration up to 1 minute
You call forth small animated orbs of shadow that swirl around you. You summon six orbs that hover within 10 ft. of you. While you have at least half of these orbs remaining you are considered to be in darkness. If you have less than half remaining, you are considered to be in dim light.
As a bonus action on your turn while you have at least one of these orbs you can expend one of them to fling it at a creature within 90 ft. of you. Make a ranged spell attack against that creature. On a hit they take 3d8 necrotic damage. You can also use an action while this spell is active to fling multiple orbs at a time, capping out at half the level at which this spell was cast.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of orbs you can create increases by one for each slot level above 5th.
Negative Image
2nd-level illusion
- Casting Time: 1 action
- Range: Self (50 ft. radius)
- Components: V, S
- Duration: Concentration up to 1 minute
You can reverse the nature of areas of darkness and light around you, exchanging one for the other. Areas of darkness within range instead become areas of bright light and areas of bright light within range instead become areas of darkness. Magical darkness and light is also exchanged in this way.
Nemesis
4th-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: S, V
- Duration: Until either the summon or the target has its hp reduced to 0
Drawing on the parallels of a creature's shadow you create an illusory double of it that hunts down the creature in question. The spell creates an exact double of the creature with all its ability scores, spells, and abilities intact, however it will only have 1 HP and an AC of 10 + the creature's dexterity. Any equipment it has is replicated, any magic items are replicated as mundane versions of that item. Armor is replicated only in appearance. The double acts on your initiative, taking its first turn immediately after it is summoned. The double acts solely to attack the creature it is a double of and is destroyed upon running out of HP or the creature is slain/destroyed.
Perfect Dark
3rd-level illusion
- Casting Time: 1 action
- Range: 100ft.
- Components: M, S (a piece of pitch black material)
- Duration: 1 hour
You connect the shadows around you to a source of greater darkness, transforming shadows into void. Any areas in darkness or dim light within 100ft. of you become shrouded, hiding anything within those areas in pitch black darkness that cannot be seen through from the outside except by magical means
Raise Shadow
4th-Level conjuration
- Casting Time: 1 action
- Range: 60 ft.
- Components: V, S
- Duration: 1 minute
You channel animation magic into your shadow, causing it to solidify and split off from you. Your shadow forms into a pitch black duplicate of you that you can use to attack your foes or defend yourself. When you cast this spell and as a bonus action on each of your turns you can command your shadow to perform one of the following actions:
- Strike. Your shadow moves up to your movement speed towards a creature, making a melee spell attack. On a hit, the creature takes necrotic damage equal to 1d8 + your spellcasting ability modifier.
- Grab. Your shadow moves up to your movement speed to attempt to grapple a creature. The creature must make a Strength or Dexterity saving throw (target's choice) or be grappled by the shadow. The creature can repeat this save at the end of its turn and as an action.
- Defend. Your shadow returns to you, interposing itself between you and the enemy. Until the start of your next turn you are considered to have half cover. You cannot use this cover to hide.
Shadebind
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 ft.
- Components: V, S
- Duration: Concentration up to 1 minute
You cause the shadows of creatures within range to lash out and restrain their owners. Choose up to 3 creatures that you can see within range. Those creatures must succeed on a Stregnth saving throw or be restrained by their shadow and take 1d8 necrotic damage.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. However resisting a part of them can be taxing. When a creature attempts to break out, it takes 1d8 necrotic damage, half as much if it is successful.
This spell has no effect on creatures that do not have a shadow. Should a creature's shadow vanish or otherwise dissipate while this spell is active the spell immediately ends with no penalty to the targets.
Shade Ribbons
1st-level evocation
- Casting Time: 1 action
- Range: 60 ft.
- Components: V, S
- Duration: Instantaneous
You channel shadow into your hand causing 3 ribbons of inky blackness to shoot from your hand towards any targets within range. You can fire them at one creature or several and make a separate attack roll for each ribbon. On hit the targets take 1d8 necrotic damage for each ribbon that hit.
If you or a target is in an area of dim light or darkness and the spell hits, you can force the target to make a Constitution saving throw or become weak for 1 minute. A creature can repeat this save at the end of its turn, ending the effect on a success. You can only force this save once per creature.
At Higher Levels. When casting this spell with a spell slot of 2nd level or higher you can create one additional ribbon for every slot level above 1st.
Shadowbolt
Evocation cantrip
- Casting Time: 1 action
- Range: 90 ft.
- Components: V, S
- Duration: Instantaneous
You hurl a bolt of shadow at the target, drawing in power from darkness as it travels. Make a ranged spell attack against a creature you can see within range. On a hit, the creature takes 1d8 necrotic damage. If either you or the target is in dim light or darkness, the damage increases to 1d12 necrotic damage
This spell's damage increases when you reach certain levels. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Shadowvision
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 8 hours
You touch a willing creature granting them superior darkvision, allowing them to see through magical darkness and shadows for the duration. That creature has magical darkvision out to a range of 120ft.
Shadowhex Rune
2nd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 10 minutes
You place a rune of dark magic on a point you can see within range that is triggered when a hostile creature walks over it. Upon being triggered the creature takes 1d8 of necrotic damage and must succeed on a wisdom saving throw or suffer one of the following effects:
- Attacks against the target have advantage until your next turn
- The target is frightened of you until your next turn
- The target's movement speed is halved until your next turn
The rune is ordinarily hidden from view but can be seen by certain magical effects such as truesight or the warlock's devil's sight invocation. In addition a creature can make a Wisdom (Perception) or Inteligence (Arcana) check against your spell save DC to see it.
At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher you can create one additional rune for each slot level above 2nd.
Shadow Link
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration up to 10 minutes
You create a magical link between two creatures' shadows you can see within range, turning them into connected gateways that creatures and items can move between, but cannot be seen through. A creature can enter one of the shadows as part of their movement, emerging within 5 ft. of the connected shadow. Attacks can also be made through one of the shadows as if the creature is within 5ft. of you. A creature casting an affected shadow cannot move through their own shadow entirely.
The size of the gateway is limitted by the smaller shadow. Should an object or creature try to enter the larger shadow but not be able to exit the smaller one, the creature or object is immediately shunted to their original position and takes 2d6 force damage.
This spell ends should one of the shadows dissapear, or if one of the shadows moves outside of your range.
Shadow Step
4th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: S, V
- Duration: Concentration, up to 10 minutes
You gain the ability to enter and move through shadows. You can use 5ft. of movement to enter a shadow and move to another shadow within 200ft. While inside the shadows you can sense the presence of other shadows within 200ft. and cannot be seen except by magical means. You can see from the shadow you currently occupy as if the area around you was shrouded darkness but do not have access to any other ordinary sense. A shadow must be at least your size for you to enter or exit from it
Summon Shadow Colossus
6th-level conjuration
- Casting Time: 1 action
- Range: 90 ft.
- Components: V, S, M (a crystal carved into the shape of a heart)
- Duration: Concentration up to 1 hour
You call upon shadow from a plane of darkness which coalesces into an enormous titan of shadow. This creature uses the Shadow Colossus stat block. The creature disappears when it reaches 0 HP or the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you issue no commands, it will take the Dodge action and move to avoid danger
Shadow Colossus
Huge Elemental (Shadow Stuff), Chaotic Neutral
- Armor Class 16 (natural armor)
- Hit Points 105 (10d12+40)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 13 (+1) 19 (+4) 8 (-1) 10 (0) 17 (+3)
- Saving Throws Con +7, Cha +6
- Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks; necrotic
- Condition Immunities charmed, exhaustion, frightened
- Senses blindsight 20 ft., darkvision 300 ft., passive Perception 10
- Languages understands Primordial but can't speak
- Challenge 6 (2300 XP)
Actions
Multiattack. The Shadow Colossus makes 2 slam attacks or 2 shadowbolt attacks
Slam Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage
Shadowbolt Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 9 (2d8) necrotic damage. If either the Shadow Colossus or the target of this attack is in dim light or darkness, this attack instead deals 11 (2d10) necrotic damage
Shadow Slam. The Shadow Colossus plunges its fist into the ground. Creatures within a 10 ft. radius of where it struck must succeed on a DC 14 Dexterity saving throw or take 18 (4d8) necrotic damage. This radius counts as difficult terrain until the start of this creature's turn and creatures that start their turn in or move into this radius for the first time on their turn take 1d4 necrotic damage
Tear Shadow
9th-Level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (silver shears worth at least 1000gp)
- Duration: Until dispelled or the other conditions are met
You grip the shadow of a creature within range, ripping it up off to the ground before attempting to rip it from their body. The creature must make a Dexterity saving throw or have its shadow torn from its body, knocking the creature unconscious for 1 hour. Undead cannot be targeted with this spell.
With its shadow separated, the creature now counts as undead in addition to its other types and will take 1d10 radiant damage every round it is in direct sunlight. Upon the return of the shadow these features disappear.
When you have the shadow you can do one of two things with it which must be performed within 1 hour of capturing the shadow or else it returns to its origin. The first is you can imbue it into a corpse or other artificial body (this cannot be the body the shadow came from), granting the body any non-racial traits of the target and as well as several personality traits of the shadow's origin and raising it as an undead. This creature is under your total control and also gains the Undead Fortitude ability. Upon this creature's death the shadow is returned to its origin.
Alternatively, you can imbue yourself or other willing living creatures with the shadow, granting them some, but not all, of the abilities granted to the undead. A creature can only have one shadow absorbed this way at a time and can only have it absorbed for a maximum of 1 day before the shadow is either returned to its origin or removed by the caster.
These features are largely up to DM interpretation so make sure to properly discuss with your DM exactly what you want to get out of this spell.
Voidrend
8th-level evocation
- Casting Time: 1 action
- Range: Self (300-foot. line)
- Components: V, S
- Duration: Instantaneous
You hone the darkest shadows from all realms together into a single edge, sharp enough to cut through worlds. All creatures within a 300ft by 5ft line originating from you must make a dexterity saving throw or take 10d10+40 slashing damage, half as much on a success. This damage bypasses resistance. This spell affects creatures in the ethereal plane within range as well and can cut into pocket dimensions such as those created by a Bag of Holding or the Rope Trick spell, potentially destroying the entrance and/or the pocket dimension itself (DM Discretion)
If a creature is reduced to 0 hp by this spell, they are cut cleanly in half.
Subclasses
Barbarian Primal Path: Path of Darkness
A barbarian’s rage is incredibly potent, enough so that it is not uncommon for one to lose themselves entirely to it. When this happens on occasion other forces get in and take hold, one of the most common being darkness on account of its association with rage. Some continue to lose themselves to this force while others take control and use it
Path Features
| Level | Feature |
|---|---|
| 3rd | Darkened Aura |
| 6th | Eyes in the Dark |
| 10th | Darkened Strikes |
| 14th | Consuming Darkness |
Darkened Aura
Starting at 3rd level, an aura of darkness appears to surround you when you enter your rage, intent on lashing out at your foes allowing you to make new attacks and enhance your normal attacks.
-
You can make a ranged attack (80ft. range) in which you hurl a bolt of darkness from your aura at your foe. You attack with your constitution for this attack rather than your dexterity and are proficient with it. On a hit the attack does 1d8 necrotic damage. This damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level.
-
Once per turn when you make a non-spell melee attack you can deal an additional 1d4+1 necrotic damage against a hit creature. This damage increases to 2d4+2 when you reach 5th level, 3d4+3 when you reach 11th level, and 4d4+4 when you reach 17th level.
You can make these attacks as long as your rage is active.
Eyes in the Dark
Your connection with your own darkness allows you to work through it in the world around you as well as know it. You gain darkvision with a maximum range of 60ft. (If you already had darkvision its range increases by 30ft.)
You also learn to see your own darkness in the world around you. You can extend your vision to cast Detect Evil and Good without expending a spell slot a number of times equal to your proficiency bonus. You regain all uses of this ability when you finish a short or long rest.
Darkened Strikes
Starting at 10th level, your inner darkness begins to fully project itself into your strikes. For the duration of your rage whenever you hit with a non-spell attack, you deal additional necrotic damage equal to your constitution modifier. You may not use this feature on an attack under the effect of your Dark Aura feature.
Consuming Darkness
Starting at 14th level, you have let your inner darkness become completely one with you. When you enter your rage, you can choose to let your inner darkness take over, causing you to gain the following features:
-
You gain immunity to being charmed or frightened
-
When you become the target of an attack you can use your reaction to release a blast of darkness, forcing creatures within 5ft. Of you to make a dexterity saving throw or take 2d10 necrotic damage (DC = 8 + your constitution modifier + your proficiency bonus)
-
You must make a DC 15 wisdom save to end your DC early or if your rage would end as a result of not taking damage. If you fail your rage persists and you take 1d10 necrotic damage.
Roguish Archetype: Nightblade
While most, if not all, rogues are at home in the darkness, but none as much so as Nightblades. Nightblades recognize the dark as a conduit that they can use, not only granting them minor capacity for shadow magic, but also allowing them to travel through these conduits, slipping through the cracks where darkness lies.
Archetype Features
| Level | Feature |
|---|---|
| 3rd | Dark Ambusher, Umbraturge |
| 9th | Veiled Strike |
| 13th | Shadow Step |
| 17th | Soul Tether |
Dark Ambusher
Also at 3rd level when you are in an area of darkness you can use sneak attack even if you don't meet its other prerequisites (you still cannot sneak attack if you have disadvantage). When you gain sneak attack in this way you can choose for the sneak attack damage to be Necrotic instead of its normal damage type.
Umbraturge
Your training has granted you the ability to use small bits of shadow magic. When you choose this archetype at 3rd level you gain the control shadows and flying shadows cantrips. You can apply sneak attack to damage dealt by flying shadow. Charisma is your spellcasting ability for these spells.
At higher levels you gain access to more shadow magic When you reach 5th level you can cast darkness without expending a spell slot or material components. At 13th level you can cast perfect dark without expending a spell slot. You can see through all darkness created by these spells. Once you cast each of these spells in this way you cannot do so again until you finish a long rest.
Veiled Strike
At 9th level you have learned how to ambush through the dark conduits you exploit. As an action you can teleport up to 60 ft. and make a weapon attack against a creature. This attack qualifies for sneak attack as long as it doesn't have disadvantage. If both you and the target are in areas of darkness the distance you can teleport is doubled.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Shadow Step
You have gained greater capacity to travel through the conduits of darkness. At 13th level when you use your Cunning Action to Dash or Disengage you are invisible until you stop moving, make an attack, or cast a spell.
Soul Tether
At 17th level you have gained immense control over the darkness, allowing you to twist the shadows of others to your whims. As an action you can force creatures of your choice within 20 ft. of you to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be stunned for 1 minute as you twist their shadows to hold them in place. Creatures can repeat this save at the end of your turn, ending the effect on a success. Once you use this feature you must finish a long rest before you can use it again.
Warlock Otherworldly Patron: The Void
No matter the culture or pantheon, all myths of creation have one thing in common: "In the beginning there was nothing". This primordial darkness that existed long before the world we know. Known simply as The Void, this darkness was mostly extinguished by the light and creation of the gods, but it can never truly be snuffed out. It still exists to this day: the spaces between the stars, the barriers between planes, all the spaces between.
Ordinarily the Void is more of a force of nature than a tangible entity, however sometimes it manifests as such, Sithis from The Elder Scrolls is an example of such an entity. Certain other powerful creatures may have ties to the Void as well, allowing a warlock to gain this patronage through them. Speak with your DM about how this patron may manifest in their world.
Pact Features
| Level | Feature |
|---|---|
| 1st | Expanded Spell List, Hungering Darkness |
| 6th | True Darkness |
| 10th | Voidwalker |
| 14th | Return to Nothing |
Expanded Spell List
The Void lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | Bane, Crushing Darkness |
| 2nd | Darkvision, Vortex warp |
| 3rd | Blink, Dark Mirror |
| 4th | Evard's Black Tentacles, Gravity Sinkhole |
| 5th | Cone of Cold, Passwall |
Hungering Darkness
The void is constantly hungering for the light of the world, at 1st level you have learned how to call motes of the void and manifest this hunger. As a bonus action on your turn you can summon a fragment of the void known as voidstuff that hovers above your hand for up to 1 minute. While voidstuff is manifested you can use it in the following ways:
- You can use an action to destroy up to a 5 ft. cube of non-magical, non-living material. You can use this benefit a number of times equal to your proficiency bonus per use of your Hungering Darkness feature.
- You can use an action to cause it to lash out at a target within 10 ft. of you, making a melee spell attack against it. On a hit, the target loses 1d8 hit points. This hit point loss increases by 1d8 as you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
- You can imbue your spells with the power of the void. When you cast a damaging spell, you can convert the damage the spell would deal to hp loss instead of normal damage. You can use this benefit a number of times equal to your proficiency bonus per use of your Hungering Darkness feature.
Once you use this feature you must finish a short or long rest before you can use it again
True Darkness
At 6th level you have learned to manifest the void on a more wide scale. You learn the spell perfect dark and can cast it once per long rest without expending a spell slot. This spell counts as a warlock spell for you and does not count against your number of spells known. In addition, when you cast Perfect Dark, creatures of your choice that start their turn within the spell’s area or enter it for the first time on their turn take 1d8 force damage.
Voidwalker
At 10th level you have learned how to traverse the realms of the void without being unmade. As an action you can enter a state that allows you to weave in and out of the realms of the void located between worlds. While under this effect you can use an action to slip into this realm and complete your movement there. This action must be taken prior to any movement and you can leave at any time, no action required.
While in this border realm you move at a speed of up to 500 ft. per round, have resistance to all damage, and can only be seen by creatures with truesight or that are under the effects of See Invisibility, however you are also blinded. This ability lasts for 1 minute or until you lose concentration (as if concentrating on a spell).
Return to Nothing
As an action on your turn you extend your hand towards a creature and attempt to shunt them into the void. The creature must succeed on a Charisma saving throw against your spell save DC or be banished into the void for one minute or until you stop concentration (As if concentrating on a spell) When this creature is first banished and at the start of each of its turns, it loses 4d12 hp.
If a creature is reduced to 0 hp by this feature, its body and all of its items are completely destroyed and its soul is lost, only able to be recovered by a wish spell. You must finish a long rest before you can use this feature again.
Wizard School: School of Skiamancy
While all types of magic share similar traits and foundations, shadow magic is a different beast altogether. its methodology, power source, and what it can do is completely different from any other form of magic, forming itself as a twisted mirror of ordinary magic, however those who specialize in it can wield it to incredible results.
| Level | Feature |
|---|---|
| 2nd | Shadow Savant, Shadow Weave Channeler |
| 6th | Twisted Mirror |
| 10th | Shadow Master |
| 14th | Paragon of Night |
Shadow Savant
Your connection to shadow has allowed you to pick up its use more easily. The time and gold it takes to copy a shadow spell into your spellbook is halved. Shadow spells are any of the spells detailed in this document, spells that create or manipulate darkness, along with the shadow blade, summon shadowspawn, creation, and illusory dragon spells.
Additional Spells
Certain other supplements may also add spells that are fitting to be called shadow spells, and such spells can be added to this list with the approval of the DM.
Shadow Weave Channeler
You do not channel spells through the same conduit as standard wizards, instead channeling it through the Shadow Weave, a twisted mirror of the Weave. this enhances spells of certain schools, but hinders others. When you adopt this tradition at 2nd level, your magic has the following effects:
- Spells of the enchantment, illusion, and necromancy schools that you cast, along with spells that create or control darkness are automatically upcast 1 level.
- Spells of the evocation and transmutation schools cost a spell slot 1 level higher than the spell's level to cast.
- You cannot cast spells that create light.
Shadow Evocation & Transmutation
Some spells in this list are of the evocation or transmutation schools that also manipulate darkness. in such cases, the two effects listed here cancel each other out and the spell can be cast normally.
Twisted Mirror
At 6th level your control of shadow magic has improved, allowing you to better mimic the effects of normal magic, albeit with a dark twist.
When you cast a spell of 1st level or higher, you can temporarily twist its nature to align with the shadow weave. The spell is considered to qualify for the positive effects of Shadow Weave Channeler. If the spell deals damage, that damage is shifted to either necrotic or psychic damage. Anything the spell would create or effect is also outlined in a thin layer of darkness, making it appear distorted to onlookers.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Shadow Master
At 10th level your connection to the shadow weave has granted you total dominion over darkness. When you encounter a spell or effect that creates or manipulates darkness, you can use an action to attempt to wrest control of that effect. If the spell is of a level less than or equal to your proficiency bonus, that spell falls under your control, otherwise you must make a spellcasting ability check with a DC equal to 10 + the level of the spell. When you wrest a spell from a creature it is treated as if you cast the spell for all intents and purposes. if the spell requires concentration you must concentrate on it as usual or else the spell ends.
If an effect that creates or manipulates darkness does not originate from a spell, it is up to the DM if you can gain control of it and to what degree.
Paragon of Night
Your skill with shadow magic becomes unparalleled. Starting at 14th level, your spells that create areas of darkness or dim light no longer require concentration.
In addition, when you are in an area of dim light or darkness, your shadow spells are heightened, allowing you to create one of the following effects for that casting of the spell:
- Once per round when you cast a shadow spell you can impose disadvantage on 1 saving throw made against the spell
- You can reroll a number of damage dice equal to your Intelligence modifier
- You can cast the spell without verbal or somatic components
Condition Index
Exposed
An exposed creature suffers a -2 penalty to their AC and cannot take reactions
Weak
A weak creature has disadvantage on Strength ability checks and saving throws and subtracts 1d4 from the damage of their attacks.