Shadow Summoner

by Smug Coffee Man

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Shadow Summoner

Shadow Summoner

A young man in white robes throws forward an arm, a phantom in a robes firing magic from its staff. A woman in leather armor orders a great dragon with green eyes in shackles to defend her. These are Shadow Summoners, people who have unearthed ancient arts to create and summon powerful Monsters to fight at their side. Using decks of cards, they can channel their magical power to bring forth mighty creatures called Shadow Monsters using energy from the Shadowfell that serve their whims and fight alongside them in battle.

Manipulators of the Shadowfell

Shadow Summoners draw upon the power of the Shadowfell through ancient rituals of blood and magic to infuse common playing cards with the energy of that dreadful plane, turning numbers and suites into the visages of horrifying monsters or storying powerful spells within for later use.

Unlike Artificers, who might use tools infused with magic to store their spells and channel their power, Shadow Summoners rely on their Shadow Decks to not only summon Shadow Monsters to fight on their behalf, but also as a focus for their spells. By channeling the power of the Shadowfell, Shadow Summoners can force their foes to play deadly Shadow Games with their souls on the line.

Fate's Chosen Warriors

Shadow Summoners don't just use their power to fight battles; they are also skilled manipulators of fate itself. A Shadow Summoner can turn the tides of battle in their favor at their lowest point, deal savage strikes at a crucial moment, or avoid death by the skin of their teeth. Shadow Summoners are said to be chosen by fate, for only someone so chosen could survive the constant use of the power of the Shadowfell unscathed. Whether this is true or not is up for debate; many see Shadow Summoners as either very lucky or so intelligent they're thinking three to four steps ahead of their foe.

Shadow Mages

The power of the Shadowfell also grants Shadow Summoners the benefit of powerful magics. They mostly use this power to summon even more creatures to fight at their side, but some focus on offensive or defensive magics instead, fighting alongside or bolstering the power of their Shadow Monsters.

Shadow Summoners tend to get involved in cults, their Shadow Monsters fitting whatever foul creature they worship. However, not all Shadow Summoners have such dark intent; many are simply driven by greed and use their power to win at games of chance, and a select few use their power to protect the weak or fight for justice.

“Shadow Summoners are nothing but trouble - they're either twisted cultists worshiping some awful thing in the dark or gamblers looking to scam you out of coin.” — Elaith Craulnober, owner of Tymora's Fancy in Waterdeep.

Favored Shadow Monster

Shadow Summoners have a favored type of Shadow Monster. Some favor powerful spellcasters that resemble humans with bluish-green skin, others prefer great dragons with shining bluish-white scales, and others still prefer the company of warriors.

What is your Shadow Summoner's favorite type of Shadow Monster?

d6 Monster Type
1 Mages.
2 Dragons.
3 Armor-clad warriors.
4 Wild Beasts.
5 Fiends.
6 Aberrations.

Card Back

Shadow Summoners style the backs of their cards with their magic, reflecting their personality and favored magic.

What do the backs of your character's Shadow Cards look like?

d6 Card Back
1 A reddish-brown vortex.
2 Blue lightning sparking outwards in vicious bolts.
3 A burning red flame.
4 A shining, golden mote of light with rays stretching outward.
5 Wisps of black shadow over a deep violet.
6 A greenish-blue tornado carrying feathers on its wake.

Drive

All Shadow Summoners have a reason for taking up their craft. Some might do it to feed a gambling habit, others might seek pure power.

Why is your character a Shadow Summoner? What drives them forward?

d6 Drive
1 I found an artifact that contains the spirit of a long-dead king. I seek to live up to his greatness.
2 I want to be the strongest there ever was; nothing will stand in my way!
3 A spirit from the Shadowfell warned me of a coming calamity. I seek power to stop it.
4 My grandfather passed his Shadow Deck on to me with his dying breath. I seek to live up to his legacy.
5 I owe a debt from gambling, and if I can't use this power to repay it a family member of mine will be killed.
6 I worship a dark being from the Shadowfell. I seek to earn their recognition and attain greater power.
The Shadow Summoner
Level Proficiency Bonus Features Shadow Monsters Support Cards Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Shadow Deck 1 - 2 2 - - - -
2nd +2 Support Cards 1 1 2 2 - - - -
3rd +2 Summoning Style, Shadow Ace 2 2 2 3 - - - -
4th +2 Ability Score Improvement 2 2 2 3 - - - -
5th +3 Summoning Style Feature 3 3 2 4 2 - - -
6th +3 My Body as a Shield 3 3 2 4 2 - - -
7th +3 Sudden Reversal 4 4 2 4 3 - - -
8th +3 Ability Score Improvement 4 4 2 4 3 - - -
9th +4 Summoning Style Feature 5 5 2 4 3 2 - -
10th +4 Ability Score Improvement 5 5 3 4 3 2 - -
11th +4 Chains of Fate 6 6 3 4 4 3 - -
12th +4 Ability Score Improvement 6 6 3 4 3 3 - -
13th +5 - 7 7 3 4 3 3 1 -
14th +5 Shadowfell Banishment 7 7 4 4 3 3 1 -
15th +5 Summoning Style Feature 8 8 4 4 3 3 2 -
16th +5 Ability Score Improvement 8 8 4 4 3 3 2 -
17th +6 - 9 9 4 4 3 3 3 1
18th +6 Heart of the Cards 9 9 4 4 3 3 3 1
19th +6 Ability Score Improvement 10 10 4 4 3 3 3 2
20th +6 King of Shadows 10 10 4 4 3 3 3 2
Multiclassing

Ability Score Minimum: Intelligence 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, shields
Weapons: Simple Weapons, Scimitars, Whips (SCoC)
Tools: Playing Cards

Creating a Shadow Summoner

As you create your shadow summoner character, consider their attitude towards combat and their favored Shadow Monsters. Are they arrogant and proud, favoring Shadow Monsters that mirror that pride? Or are they humble, using their Monsters to protect the weak and innocent?

Why does your Shadow Summoner fight? Are they seeking to be the strongest in the world? Do they want revenge against an old gambling rival? Or do they seek to improve the world around them?

Quick Build

You can make a shadow summoner quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Second, choose the Charlatan or Noble background.

Class Features

  • Hit dice: 1d8 per Shadow Summoner level.
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shadow summoner level after 1st.

Proficiencies

Armor: Light armor, Shields
Weapons: Simple weapons, scimitars, whips (SCoC)
Tools: Playing Cards
Saving Throws: Intelligence, Charisma
Skills: Any three of your choice.

Equipment

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

  • (a) any two Simple Weapons of your choice or (b) A Whip (SCoC) or (c) a Scimitar
  • a suit of leather armor
  • a shield
  • (a) a Scholar's pack or (b) an Explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.


SCoC = Smug's Compendium of Changes

Spellcasting

Through rituals contacting dark powers from the Shadowfell, you have gained the ability to cast spells. See Chapter 10 of the Player's Handbook for the general rules of spellcasting.

Cantrips (0-level spells)

You know two cantrips of your choice from the Shadow Summoner spell list on page 13 of this document. You learn additional Shadow Summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shadow Summoner table.

Preparing and Casting Spells

The Shadow Summoner table shows how many spell slots you have to cast your Shadow Summoner spells. To cast one of your Shadow Summoner spells of 1st level or higher, 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 Shadow Summoner spells that are available for you to cast, choosing from the Shadow Summoner spell list. When you do so, choose a number of Shadow Summoner spells equal to your Intelligence modifier + half your Shadow Summoner level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Shadow Summoner, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Hellish Rebuke, you can cast it using a 1st-level or a 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 Shadow Summoner spells requires time spent focusing on your Millennium Deck and summoning power from it: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Shadow Summoner spells. Despite drawing from the Shadowfell’s power, you must use strategy and a keen intellect to hone and focus that power. 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 Shadow Summoner 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 shadow summoner spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a deck of Playing Cards as a spellcasting focus for your shadow summoner spells.

Shadow Deck

At 1st level, you gain the ability to transform a mundane deck of cards into a Shadow Deck. The faces of these cards are replaced with empty rectangular frames, and if there are more than 20 cards in this deck a number of cards vanish until there are 20 remaining.

Shadow Monsters

At 1st level, one card from your Shadow Deck is imbued with a Shadow Monster. You gain additional Shadow Monsters at certain levels as shown on the Shadow Monsters column of the shadow summoner class table. You may only have one Shadow Monster summoned at a time, and summoning a new shadow monster replaces the currently summoned shadow monster.

On your turn, you can use your Action to summon a Shadow Monster. A Shadow Monster you summon is friendly to you and your companions, and obeys your commands. See this creature's game statistics in the shadow monster stat block on page 15 of this document, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, a shadow monster shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, a shadow monster can take any action of its choice, not just Dodge.

When a shadow monster is reduced to 0 hit points or you replace it with another shadow monster, it perishes, and you cannot summon that shadow monster again until you finish a long rest.

Shadow Infusions

All Shadow Monsters you have in your Shadow Deck can have a number of Shadow Infusions equal to your Proficiency Bonus from the list on page 16 of this document.

When you gain a level in this class, you can change what Shadow Infusions your Shadow Monsters have. Changing a Shadow Infusion takes 1 hour per infusion changed focusing on your Shadow Deck.

Battle Sense

At 2nd level, you gain the ability to sense your opponent’s next move and react accordingly. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Additionally, if a creature within 5 feet of your shadow monster other than your shadow monster or yourself is the target of an attack, you can use your reaction to make the shadow monster the target of the attack. You may do this a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest.

Support Cards

Starting at 2nd level, you learn how to infuse your spells into cards in your Shadow Deck. At the end of a Long Rest, you can choose spells equal to the number listed on the Support Cards table. These spells must meet the following requirements:

  • The spell must be of a level you can cast.
  • The spell must be one you have prepared.
  • The spell's casting time must be 1 action or 1 reaction
  • The spell must not have the ritual tag.
  • The spell must not have the concentration tag.
  • The spell's duration must be instantaneous or 1 round.
  • If the spell has a material component, it must not be consumed by the spell or have a cost.

A creature that holds this card can cast this spell without material components. Spells cast in this way use your intelligence modifier as its spellcasting modifier. Once a support card has been used to cast a spell, it cannot be used to cast that spell until you finish a long rest.

Summoning Style

At 3rd level, you choose the type of Summoning Style you use, each of which is detailed later in this document. Your choice grants you features at 5th level and again at 9th and 15th level.

Shadow Ace

At 3rd Level, one of your shadow monsters becomes your ace. Choose one shadow monster; it gains the following benefits:

  • Its AC is calculated as 13 + half of Your intelligence Modifier (rounded down, minimum 1) + your proficiency bonus.
  • Its hit points are calculated as 3 + your intelligence modifier + five times your shadow summoner level.
  • Its hit dice are d10s.
  • Its strength, dexterity, and constitution are increased by 2.
  • The damage dealt by its attack is increased to 1d10 + PB
  • It can have one extra shadow infusion.
  • When it would be reduced to 0 hit points, it is reduced 1 hit point instead. You must finish a Long Rest for your ace to use this feature again.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Cantrip Versatility

Starting at 4th level, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the shadow summoner spell list.

My Body as a Shield

Starting at 6th level, when one of your shadow monsters is reduced to 0 hit points, you gain temporary hit points equal to 2 x your level in the shadow summoner class.

Sudden Reversal

At 7th level, you learn how to turn the tables on your foes. When a creature within 30 feet of you other than your shadow monster is hit with an attack, you can use your reaction to force the attacker to re-roll their attack, potentially turning a hit into a miss.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Chains of Fate

When you reach 11th level, you learn how to increase the speed at which your support cards work. Any spell cast using a support card that has a casting time of 1 action can be cast as a bonus action instead, but must obey all the other restrictions listed under the support card feature.

Additionally, you may infuse a spell into a support card if it has a casting time of 1 bonus action, but it must meet all the other requirements for a support card.

Shadowfell Banishment

At 14th level, you learn how to send your foes to the Shadowfell. You learn the Banishment spell, and it does not count against the number of shadow summoner spells you have prepared.

When you cast Banishment on a creature, you can expend one support card of 4th level or higher to send the target to the shadowfell. If you do so, the creature take 6d8 psychic damage on a failed save or half as much on a successful one.

Heart of the Cards

At 18th level, you can turn fate in your favor. If you or a creature within 30 feet of you fails a skill check or saving throw, you may expend one of your support cards as a reaction. If you do, that creature automatically succeeds on that skill check of saving throw.

You must finish a Long Rest to use this feature again.

King of Shadows

At 20th level, you master your power. You gain the following benefits:

  • You automatically succeed on any ability check made using playing cards. This could mean that you always pull a 21 in blackjack, or you never fail to do a card trick.
  • If your ace would be reduced to 0 hit points, you can choose to take the damage yourself. You have resistance to the damage that you take using this feature when you use it.
  • Your shadow monsters all gain +1 AC, and you gain +1 AC when you summon a shadow monster. You keep this bonus to AC until that shadow monster is destroyed or there are no more hostile creatures remaining.
  • You no longer need to expend a support card to deal psychic damage with your Shadowfell Banishment feature.

Commander Style

Those who use Commander Style are usually arrogant and proud. They tend to believe in the sharpness of their intellect and their ability to lead others to an absurd degree, and their monsters tend to be regal in appearance or serve their own personal vanity such as dragons or knights that resemble their masters.

Style Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Style Spells table. These spells count as shadow summoner spells for you, but they don't count against the number of shadow summoner spells you prepare.

Shadow Summoner Level Spells
3rd charm person, silvery barbs (SCC)
5th fortune's favor (EGW), suggestion
9th aura of vitality, fear
13th aura of life, confusion
17th dispel evil and good, geas

Commander's Orders

At 3rd level, you gain the ability to issue orders to others. You can take the Help action as a Bonus Action, and it gains a range of 15 feet for you.

Additionally, once per turn, when a shadow monster you control makes an attack, it can gain a bonus to its attack roll equal to your Intelligence Modifier.

Commander's Aura

At 5th level, creatures of your choice other than your Shadow Monster within 15 feet of you may add half of your Intelligence modifier (rounded down, minimum 1) to any saving throw they make with which they are not proficient.

At 15th level, the radius of this aura increases to 30 feet.

Commander's Ferocity

At 9th level, you gain the ability to instill fear in others. As an Action, you may choose creatures equal to your proficiency bonus within 30 feet of you that can see and understand you. Those creatures have disadvantage on attack rolls against any creatures other than you and your shadow monsters for one minute.

You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a Long Rest.

Commander's Bravado

At 15th level, when you fail a skill check or saving throw, you may choose to succeed instead.

You must finish a long rest to use this feature again.

Holy Style

Those who use Holy Style focus on protecting their allies in battle. They have the ability to cast holy magic to heal allies and debilitate foes. The shadow monsters of Holy Style shadow summoners tend to look like angels, be it true celestials or fallen angels.

Style Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Style Spells table. These spells count as shadow summoner spells for you, but they don't count against the number of shadow summoner spells you prepare.

Shadow Summoner Level Spells
3rd bless, cure wounds
5th lesser restoration, moonbeam
9th beacon of hope, daylight
13th aura of purity, guardian of faith
17th mass cure wounds, reincarnate

Holy Magic

At 3rd level, you learn one Cantrip from the Cleric Spell List. This Cantrip counts as a shadow summoner spell for you and does not count against your total number of Cantrips Known. You learn an additional cleric Cantrip at 9th Level. You can change which Cantrips you know from this feature using your cantrip versatility feature.

Holy Light

At 5th level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level.

Additionally, your shadow monsters emit bright light in a 30-foot radius around them while summoned. Fiends and undead within 5 feet of your shadow monster have disadvantage on saving throws made against spells you cast.

Holy Defender

At 9th level, when a creature within 5 feet of your shadow monster is the target of an attack or spell, you can use your reaction shift the target of that attack or spell to your shadow monster.

You may use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Holy Blaze

At 15th level, when you or your shadow monster deal damage with a cantrip or weapon attack, you deal an additional 2d8 radiant damage.

Mage Style

Those who use Mage Style focus on their spellcraft to further aid their Shadow Monsters in battle. They have the ability to cast offensive spells and use their Shadow Monsters to cast Spells for them. A Mage Style shadow summoner will likely specialize in manipulating the battle to their favor with specialized spells and illusions to hide their actions. Their Shadow Monsters tend to be magical beasts or humanoids that resemble normal spellcasters.

Style Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Style Spells table. These spells count as shadow summoner spells for you, but they don't count against the number of shadow summoner spells you prepare.

Shadow Summoner Level Spells
3rd bane, chaos bolt
5th cloud of daggers, mirror image
9th dispel magic, fireball
13th blight, gravity sinkhole (EGW)
17th destructive wave, negative energy flood (XGE)

Shadow Mage

At 3rd level, you learn one Cantrip from the Wizard Spell List. This Cantrip counts as a shadow summoner spell for you and does not count against your total number of Cantrips Known. You learn an additional Wizard Cantrip at 9th Level. You can change which Cantrips you know from this feature using your cantrip versatility feature.

Shadow Casting

At 5th level, you can cast your spells through your shadow monster. When you cast a shadow summoner spell on your turn, the spell can be cast from your space or your shadow monster's space.

Shadow Reserves

At 9th level, you can use one of your support cards to regain a spell slot of the same level as the spell stored in the support card.

You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a Long Rest.

Shadow Sage

At 15th level, when you deal damage with a spell, you can change the damage type you deal to any damage type other than bludgeoning, piercing, slashing, or force.

Warrior Style

Those who use Warrior Style fight alongside their shadow monsters, using advanced weapon and armor training to keep pace and overcome foes with a mix of magic and martial might. Those who favor this style tend to have shadow monsters that resemble great heroes of the past, warriors of great renown, or noble metallic dragons.

Style Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Style Spells table. These spells count as shadow summoner spells for you, but they don't count against the number of shadow summoner spells you prepare.

Shadow Summoner Level Spells
3rd searing smite, shield
5th flame blade, magic weapon
9th elemental weapon, flame arrows
13th fire shield, staggering smite
17th banishing smite, steel wind strike

Warrior's Soul

At 3rd level, your gain proficiency with Martial Weapons and Medium Armor and may use Intelligence instead of Strength or Dexterity for Attack and Damage rolls with any weapon with which you are proficient that lacks the heavy or special properties.

Additionally, you can spend 1 hour focusing on your shadow deck to fuse it to a shield. While it is fused to your shield, you may use that shield as an focus for your shadow summoner spells.

Finally, your hit point maximum increases by 3 when you gain this feature and increases again by 1 whenever you gain a level in this class.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Warrior's Body

At 9th level, you gain 10 feet of Movement Speed as long as you aren't wearing heavy armor.

Additionally, as long as you are wearing Medium Armor and a shield, you and your Ace may reduce any Bludgeoning, Piercing, or Slashing damage you take by half of your proficiency bonus (rounded down, minimum 1).

Warrior's Resolve

At 15th level, you treat any roll on a d20 of 9 or less for any ability check or saving throw you make that uses strength as a 10.

Additionally, if you or your Ace would be reduced to 0 hit points, you can choose to be reduced to 1 hit points instead. You must finish a Long Rest to do so again.

Shadow Summoner Spell List

Cantrips (0 Level)
  • Air Burst (SCoC)
  • Blade Ward
  • Booming Blade (TCE)
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade (TCE)
  • Guidance
  • Light
  • Lightning Lure (TCE)
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Mind Sliver (TCE)
  • Minor Illusion
  • Prestidigitation
  • Produce Flame
  • Shape Water
  • Shocking Grasp
  • Spare the Dying
  • Thunderclap
  • Toll The Dead (XGE)
  • Vicious Mockery
1st Level
  • Armor of Agathys
  • Cause Fear
  • Compelled Duel
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Dissonant Whispers
  • Divine Favor
  • Expeditious Retreat
  • Healing Word
  • Hellish Rebuke
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Protection From Evil and Good
  • Shield of Faith
  • Silent Image
  • Tenser's Floating Disk
  • Zephyr Strike
2nd Level
  • Arcane Lock
  • Augury
  • Blindness/Deafness
  • Borrowed Knowledge (SCC)
  • Calm Emotions
  • Detect Thoughts
  • Enthrall
  • Find Traps
  • Invisibility
  • Knock
  • Locate Object
  • Mind Spike (XGE)
  • Misty Step
  • Nystul's Magic Aura
  • Pass Without Trace
  • Phantasmal Force
  • See Invisibility
  • Shatter
  • Silence
  • Suggestion
  • Summon Beast (TCE)
  • Tasha's Mind Whip (TCE)
  • Wristpocket (EGW)
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Call Lightning
  • Clairvoyance
  • Conjure Animals
  • Counterspell
  • Fear
  • Intellect Fortress (TCE)
  • Magic Circle
  • Major Image
  • Remove Curse
  • Revivify
  • Speak With Dead
  • Spirit Guardians
  • Summon Fey (TCE)
  • Summon Lesser Demons (XGE)
  • Summon Shadowspawn (TCE)
  • Summon Undead (TCE)
4th Level
  • Arcane Eye
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Death Ward
  • Dimension Door
  • Divination
  • Polymorph
  • Raulothim's Psychic Lance (FTD)
  • Summon Aberration (TCE)
  • Summon Construct (TCE)
  • Summon Elemental (TCE)
  • Summon Greater Demon (XGE)
5th Level
  • Conjure Elemental
  • Contact Other Plane
  • Dominate Person
  • Legend Lore
  • Scrying
  • Summon Celestial (TCE)
  • Summon Draconic Spirit (FTD)

Shadow Monster Statblock


Shadow Monster

Medium Humanoid, Unaligned


  • Armor Class 13 + your proficiency bonus
  • Hit Points 2 + your intelligence modifier + five times your shadow summoner level (the shadow monster has a number of Hit Dice [d8s] equal to your shadow summoner level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 4 (-3) 10 (0) 6 (-2)

  • Saving Throws Strength +1 plus PB, Constitution, 2 plus PB
  • Skills Athletics +2 plus PB, Perception +0 plus PB x 2
  • Damage Vulnerabilities N/A
  • Damage Resistances N/A
  • Damage Immunities N/A
  • Condition Immunities exhaustion
  • Senses darkvision 60 ft., passive perception 10 + (PB x 2)
  • Languages understands the languages you speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Vigilant. The shadow monster can't be surprised.

Actions

Unarmed Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB bludgeoning damage.

Shadow Infusions

Breath Weapon

Prerequisite(s): 9th level, Elemental, Magical Strikes
Your shadow monster can replace one of its attacks with a breath weapon. This breath weapon's area of effect is a 60-foot cone, deals damage equal to 6d8 of the same type as its Elemental Damage type, and the saving throw is your Spell Save DC.

Claws

Prerequisite(s): N/A
Your shadow monster's unarmed strike deals slashing damage instead of bludgeoning.

Climbing

Prerequisite(s): N/A
Your shadow monster gains a climbing speed equal to its walking speed.

Condition Immunity

Prerequisite(s): 15th level
Your shadow monster gains immunity to one condition of your choice.

Creature Type Change

Prerequisite(s): N/A
Your shadow monster's creature type is one of the following instead of Humanoid: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, Plant, Undead. Your shadow monster can only be one creature type at a time.

Elemental

Prerequisite(s): 5th level, Magical Strikes
Your shadow monster's attack's damage type is now one of the following: Acid, Cold, Fire, Lightning, Poison, or Thunder.

Immune

Prerequisite(s): 15th level, Resistant
Your shadow monster gains immunity to one damage type other than bludgeoning, piercing, slashing, psychic, or force. Your shadow monster must have the Resistant infusion of the same damage type as this immunity.

Magical Strikes

Prerequisite(s): 5th level
Your shadow monster's attacks count as magical for piercing resistance and immunity.

Multiattack

Prerequisite(s): 5th level
Your shadow monster gains the Multiattack feature, meaning it can make two attacks, instead of one, when it takes the Attack action. At 11th level, your shadow monster can now make three attacks when it takes the Attack action.

Quick

Prerequisite(s): 3rd level
Your shadow monster gains 10 feet of movement speed. This increases by an additional 5 feet at 5th, 9th, and 15th level.

Reach

Prerequisite(s): 3rd level
Your shadow monster's attack gains 5 feet of reach.

Resistant

Prerequisite(s): 5th level
Your shadow monster gains resistance to one damage type other than bludgeoning, piercing, slashing, psychic, or force. You may select this infusion multiple times on the same shadow monster, choosing an additional damage type each time, to a maximum equal to your PB.

Saving Throw Proficiency

Prerequisite(s): 9th level
Your shadow monster gains proficiency in a saving throw of your choice that it lacks proficiency in. It uses your PB to calculate the bonus it receives to this saving throw.

Size Up

Prerequisite(s): 5th Level
Your shadow monster can now be Large. At 9th level, it can be Huge. At 15th level, it can be Gargantuan.

Swimming

Prerequisite(s): N/A
Your shadow monster gains a swimming speed equal to its walking speed.

Weapon

Prerequisite(s): 3rd level
Your shadow monster's Unarmed Strike is replaced with a weapon with which you are proficient. This weapon adds your PB to the damage it deals and adds your spell attack modifier to its attack rolls.

Wings

Prerequisite(s): 5th level
Your shadow monster gains a flying speed equal to its walking speed.

Credits

Art (In Order)

Other

Class Concept: Me, SmugCoffeeMan
Kazuki Takahashi, Shueisha, Viz Media, Toei Animation, and Konami - Yu-Gi-Oh! Franchise, Characters, Concepts

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.01

  • Fixed errors in language and on the class table.

1.02

  • Updated formatting.

1.03

  • You now choose any three skills instead of two from a list.