Shadow Summoner Class Features
| Level | Shadow Summoner Features | Shadows Beasts | Contract Clauses | Shadow Arts |
|---|---|---|---|---|
| 1st | Fiendish Essence, Shadow Arts, Shadow Beasts | Umbral Panthera | 1 | 1d4 |
| 2nd | Fiendish Sense, Submersible Shadow | -- | 1 | 1d4 |
| 3rd | Manifestation Ritual, Shadow Arts: Obedience | Contra Wolves, Hellcrux Vulpes | 2 | 1d4 |
| 4th | Ability Score Improvement, Falling Shadow | -- | 2 | 1d4 |
| 5th | Extra Attack | Penumbral Striga, Custos Ozoa | 3 | 1d6 |
| 6th | Shadow Arts: Infused Strike | -- | 3 | 1d6 |
| 7th | Amalgamation | Portent Lepus, Bottomless Annelid | 4 | 1d6 |
| 8th | Ability Score Improvement | -- | 4 | 1d6 |
| 9th | Shadow Arts: Misstep | Antumbral Parallel, Ceaseless Ceros | 5 | 1d8 |
| 10th | Fiendish Sight | -- | 5 | 1d8 |
| 11th | Shadow Arts: Opportunist | Apocalyptic Sapien | 6 | 1d8 |
| 12th | Ability Score Improvement | -- | 6 | 1d8 |
| 13th | Boundless Shadow | -- | 7 | 1d10 |
| 14th | Totality | Totality: Huntress, Lycan, Kitsune | 7 | 1d10 |
| 15th | Fiendish Resistance | -- | 8 | 1d10 |
| 16th | Ability Score Improvement | Totality: Noctua, Harbor, Brood | 8 | 1d10 |
| 17th | Expanding Shadow | -- | 9 | 1d12 |
| 18th | -- | Totality: Parasite, Mimic, Titan | 9 | 1d12 |
| 19th | Ability Score Improvement | -- | 10 | 1d12 |
| 20th | Shadow of the Devil | Totality: Apex | 10 | 1d12 |
The Shadow Summoner
Plunge your foes into the shadows of despair.
After forging an unbreakable contract with a Devil, you have learned to manifest infernal beings into the world through your shadow, summoning powerful fiends called Shadow Beasts. You must then subdue the creature before it will obey your commands.
Class Features
As a Shadow Summoner, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Shadow Summoner Level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier
Proficiencies
Weapons: Simple Weapons
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, History, Investigation, Perception, Sleight of Hand and Stealth
Languages: You can speak, read and write in Infernal
Contract Clauses
After forging your unbreakable contract, your contract holder has issued you Contract Clauses, which can be invoked in order to summon Shadow Beasts and use other powerful abilities. With each Contract Clause you invoke, your essence becomes closer and closer to that of a Fiend than Humanoid. You regain expended Contract Clauses after a long rest.
Fiendish Essence
At 1st level, your fiendish essence bolsters your defenses. While you are not wearing armor or wielding a shield, your AC equals 10 + Dexterity modifier + Intelligence modifier.
Shadow Arts
At 1st level, since summoning Shadow Beasts requires both hands to be free, you cannot always rely on weaponry during combat. As a Shadow Summoner, you can use your fiendish essence to enhance your hand-to-hand combat skills to defeat your foes or rampaging Shadow Beasts.
You gain the following benefits while unarmed and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you level up, shown in the Shadow Arts column of the Class Features table.
- When you make a weapon attack on your turn, you can make an unarmed strike as a bonus action.
Shadow Beasts
At 1st level, after forging your unbreakable contract, you have learned how to summon a fiendish creature into the world called a Shadow Beast. You've been granted a single subdued Shadow Beast called the Umbral Panthera, whose fiendish essence can be manifested from your shadow.
As an action, you can invoke a number of Contract Clauses to manifest a subdued Shadow Beast by using both hands to make a shadow puppet and calling out the Shadow Beasts name. Only one Shadow Beast can be summoned at a time.
Once summoned, Shadow Beasts are subdued and will obey your commands for 1 hour. While subdued, it can be commanded with an action. That action can be one on its stat block or some other task or objective. It shares your proficiency bonus and initiative count but 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 commanded otherwise.
After 1 hour, or if you are incapacitated, the Shadow Beast will begin to rampage. While rampaging, it becomes a Totality, the absolute manifestation of it's essence, and is hostile to all creatures for 1 hour.
The Shadow Beast dissipates back into the shadows if its hit points are reduced to 0, after 1 hour of rampaging or if it is plunged back into your shadow with a bonus action. Once dismissed, dissipated or defeated, that Shadow Beast cannot be subdued again until you finish a long rest.
Stat blocks for all Shadow Beasts can be found on page 4.
Fiendish Sense
At 2nd level, you have gained Blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Submersible Shadow
At 2nd level, as a bonus action, you can completely submerge yourself or an object into your shadow, allowing you to hide or store the object for easy access later. Submerging yourself is the equivalent of taking the Hide action and you can move your shadow up to half your movement speed while submerged. The volume of the inside of your shadow is equal to twice your size and you cannot enter your shadow if there is not enough space. The inside of your shadow is similar to a dark pool, with the surface completely opaque, preventing you from seeing through it without sticking your head out.
Manifestation Ritual
Starting at 3rd level, you have reached a contingency within your unbreakable contract that allows you the opportunity to subdue additional Shadow Beasts through a combat rite.
In order to subdue a Shadow Beast, you must participate in the Manifestation Ritual. As an action, you can summon the absolute manifestation of an Shadow Beast's Essence, their Totality. Once the Totality manifests from your shadow, all creatures within 30ft of you become marked as participants and the Manifestation Ritual begins. The Totality will begin to rampage and is hostile to all creatures. Marked participants must defeat the Shadow Beast to complete the ritual. Upon completion, the Shadow Beast's Essence is subdued and will temporarily obey your commands when summoned. Their Totality can also be summoned, however, is not subdued and will begin to rampage immediately.
The Manifestation Ritual fails if the Totality is attacked by any non-participant or if you are incapacitated, in which case the Totality will continue to rampaged for 1 minute or until it is defeated. The ritual can be ended early by plunging the Totality back into your shadow with an action.
Shadow Beasts use their Totality stat block during the ritual and gain +15 hit points for every marked participant. Once subdued, the Shadow Beast uses the Essence stat block. You can begin the Manifestation Ritual with any known Shadow Beast at any time, however, only Shadow Beasts equal to your level can be subdued upon completion.
You can subdue additional Shadow Beasts at 5th, 7th, 9th and 11th level. More information can be found on page 4.
Shadow Arts: Obedience
At 3rd level, whenever you use your action to make an unarmed strike, you can make a command as a bonus action.
Falling Shadow
At 4th level, as an action, you can invoke a Contact Clause to submerge a creature into your shadow. Unwilling creatures must beat a DC 14 + PB Dexterity saving throw or fall into your shadow. Submerged creatures must hold their breath to avoid suffocating in your shadow but can use their action to make a Strength saving throw in order to attempt to escape. Maintaining Falling Shadow requires Concentration.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Shadow Arts: Infused Strike
At 6th level, your unarmed strikes count as magical and allow you to deal Necrotic damage on hit instead of Bludgeoning.
Amalgamation
Starting at 7th level, you have reached a contingency within your contract that allows you to combine the essence of two Shadow Beasts, creating a fiendish amalgamation of both creatures. As an action, you can invoke a number of Contract Clauses and grant one ability from a subdued Shadow Beast to a summoned Shadow Beast until dissipation. Using Amalgamation on a Shadow Beast again before it has been dismissed removes the previously granted ability.
Shadow Arts: Misstep
At 9th level, when another creature hits you with a melee attack, you can use your reaction and roll your shadow arts die. On a 5 or higher, you turn the hit into a miss as you position your shadow underneath their feet, causing them to step into your shadow and fall off balance for that attack. You can use this ability a number of times equal to half your proficiency bonus rounded down, and you regain any expended uses when you finish a long rest.
Fiendish Sight
At 10th level, as your essence has continued to inch closer to fiend, your Blindsights range has increased to 30 feet and you can see through both magical and nonmagical darkness.
Shadow Arts: Opportunist
At 11th level, when your Shadow Beast lands a hit on a creature within 5ft of you, you can use your reaction to make an unarmed strike against that creature.
Boundless Shadow
At 13th level, when you are submerged in your shadow, you can traverse horizontal surfaces at half your movement speed and you are able to see through the surface of your shadow.
Totality
Starting at 14th level, you have reached a contingency within your contract that allows you the opportunity to subdue the absolute manifestation of a Shadow Beast's essence, their Totality, through the Manifestation Ritual. As an action, you can invoke a number of Contract Clauses to summon the Totality and begin the combat rite.
Fiendish Resistance
At 15th level, it has become difficult to distinguish your essence from that of a fiend, you gain resistance to Necrotic damage and your hit point maximum can't be reduced.
Expanding Shadow
At 17th level, as an action, you can invoke 2 Contract Clauses to expand the volume of your shadow around you in attempt to submerge creatures into it. Creatures within 10ft of you must beat a DC 16 + PB Dexterity saving throw or be submerged. Submerged creatures suffer the combined weight of every creature or object within the shadow, causing encumbrance and disadvantage on Dexterity and Strength saving throws. You can choose to submerge yourself and target submerged creatures or move up to half your movement speed over your shadows surface without falling in. Submerged creatures must hold their breath to avoid suffocating in your shadow but can use their action to make a Strength saving throw in order to attempt to escape. Maintaining Expanding Shadow requires Concentration.
Shadow of the Devil
At 20th level, your essence has unmistakably become that of a fiend. You can forgo the Contract Clause when summoning a subdued Shadow Beast once per long rest.
Shadow Beasts: Essence
Bringing a subdued Shadow Beast into the world involves summoning the essence of the fiend using your shadow. Shadow Beasts come in many fiendish forms, but are often shadowy or ghostlike in coloration and form.
Umbral Panthera
Medium Fiend, Lawful Evil
- Armor Class 14 + Proficiency Bonus (natural armor)
- Hit Points 5 + 5 times your Shadow Summoner level
- Speed 40 ft., climb 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 16 (+3) 8 (-1) 12 (+1) 7 (-2)
- Skills Acrobatics +5, Stealth +5
- Senses Darkvision 60ft., Passive Perception 11
- Languages Understands the languages you speak
Shadow Stealth. You and the Umbral Panthera have advantage on your Dexterity (Stealth) checks.
Sneak Attack. Once per turn, Umbral Panthera can deal an extra 1d4 Piercing damage on hit if it had advantage on the attack roll.
Actions
- Bite. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB Piercing damage.
- Pounce. Move 20 feet straight toward a creature and make a Bite attack, the target must succeed on a DC 13 + PB Strength saving throw or be knocked prone, allowing Umbral Panthera to make one bite attack against the target as a bonus action.
Contract Clause (1)
By Invoking 1 Contact Clause, you can summon the Umbral Panthera, an extremely agile black leopard, capable of climbing and swimming and whose shadow-like appearance helps it launch sneak attacks or knock unsuspecting foes prone.
Manifestation Ritual
At 1st level, the Umbral Panthera is granted and does not require a Manifestation Ritual to be subdued.
Amalgamation
Starting at 7th level, the Umbral Panthera's essence can be fused with a summoned Shadow Beast. By invoking 1 Contract Clauses, Umbral Panthera grants the summoned Shadow Beast Sneak Attack.
Totality: Huntress
Starting at 14th level, Umbral Panthera's absolute manifestation can be subdued with the Manifestation Ritual. Details can be found on page 9.
Contra Wolves
Medium Fiends, Neutral Evil
- Armor Class 13 + Proficiency Bonus (natural armor)
- Hit Points 5 + 4 times your Shadow Summoner level
- Speed 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 8 (-1) 14 (+2) 7 (-2)
- Skills Athletics +4, Perception +3, Survival +3
- Senses Passive Perception 15
- Languages Understands the languages you speak
Shadow Tactics. You and the Contra Wolves have advantage on attack rolls against a creature if any of you are within 5 feet of the targeted creature.
Keen Senses. The Contra Wolves have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
- Bite. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB Piercing damage
- Contra Claws. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit 1d6 + PB Necrotic or Radiant damage (depending on the Contra Wolf).
Contract Clause (2)
By Invoking 2 Contract Clauses, you can summon the Contra Wolves, a pair of contrasting wolves, one black as night that deals Necrotic damage and has superior hearing and the other white as snow that deals Radiant damage and has a powerful nose. When summoning the pair of wolves, you can distribute the total Hit Points between the two creatures as you wish, or choose to summon only one of the wolves with full Hit Points. When commanding the pair of wolves, you can choose to command them individually or together.
Manifestation Ritual
At 3rd level, the Contra Wolves can be subdued with the Manifestation Ritual.
Amalgamation
Starting at 7th level, the Contra Wolves' essence can be fused with a summoned Shadow Beast. By invoking 2 Contract Clauses, Contra Wolves grant the summoned Shadow Beast Shadow Tactics.
Totality: Lycan
Starting at 14th level, Contra Wolves's absolute manifestation can be subdued with the Manifestation Ritual. Details can be found on page 9.
Hellcrux Vulpes
Small Fiend, Chaotic Evil
- Armor Class 14 + Proficiency Bonus (natural armor)
- Hit Points 5 + 3 times your Shadow Summoner level
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 18 (+4) 12 (+1) 7 (-2)
- Skills Acrobatics +5, Arcana +5
- Senses Passive Perception 11
- Languages Understands the languages you speak
Shadow Resistance. You and the Hellcrux Vulpes have advantage on saving throws against spells and other magical effects.
Evasion. When Hellcrux Vulpes is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead take no damage on success, and only half on failure.
Actions
- Fire Bolt. Ranged Spell Attack: +4 + PB to hit, reach 60 ft., one target. Hit 2d6 + 4 + PB Fire damage.
- Flame Orb (3 Charges). Ranged Spell Attack: DC 13 + PB Dexterity saving throw, reach 30 ft., 5ft radius circle. Fail 2d6 + PB Fire damage or half the damage on a success.
Contract Clause (1)
By Invoking 1 Contract Clause, you can summon the Hellcrux Vulpes, a three-tailed black and blue fox that uses Fire magic to target foes at range or shoots 1 of the 3 flaming orbs hovering around it's body to create a fiery explosion. Once all 3 orbs are used, they cannot be used again until the Hellcrux Vulpes is summoned again.
Manifestation Ritual
At 3rd level, the Hellcrux Vulpes can be subdued with the Manifestation Ritual.
Amalgamation
Starting at 7th level, the Hellcrux Vulpes's essence can be fused with a summoned Shadow Beast. By invoking 1 Contract Clauses, Hellcrux Vulpes grants the summoned Shadow Beast Shadow Resistance.
Totality: Kitsune
Starting at 14th level, Hellcrux Vulpes's absolute manifestation can be subdued with the Manifestation Ritual. Details can be found on page 10.
Penumbral Striga
Large Fiend, Lawful Evil
- Armor Class 13 + Proficiency Bonus (natural armor)
- Hit Points 5 + 3 times your Shadow Summoner level
- Speed 5 ft., fly 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 12 (+1) 12 (+1) 14 (+2) 7 (-2)
- Skills Acrobatics +3, Perception +4, Stealth +3
- Senses Darkvision 60ft., Passive Perception 16
- Languages Understands the languages you speak
Silent Wind. Penumbral Striga is so fast and quiet that when it moves, either alone or when holding another creature, it does not provoke attacks of opportunity.
Keen Vision. The Penumbral Striga has advantage on Wisdom (Perception) checks that rely on vision.
Actions
- Icy Wind. Ranged Spell Attack: DC 13 + PB Dexterity saving throw, reach 15ft cone. Fail 1d6 + PB Cold damage and speed is reduced by 10 ft. until your next turn or half the damage on a success.
- Fly By. Penumbral Striga can attempt to pick up one creature and move it up to it's movement speed in any direction before letting go. Unwilling creatures must succeed a DC 13 + PB Strength saving throw or be forcefully moved up to half of Penumbral Striga's movement speed.
Contract Clause (2)
By Invoking 2 Contract Clauses, you can summon the Penumbral Striga, a giant white owl that uses it's powerful and quiet wings to pester and slow enemies at range with Ice attacks or to quickly scoop up creatures with it's giant claws to reposition them.
Manifestation Ritual
At 5th level, the Penumbral Striga can be subdued with the Manifestation Ritual.
Amalgamation
Starting at 7th level, the Penumbral Striga's essence can be fused with a summoned Shadow Beast. Invoking 2 Contract Clauses, Penumbral Striga grants the summoned Shadow Beast Silent Wind.
Totality: Noctua
Starting at 16th level, Penumbral Striga's absolute manifestation can be subdued with the Manifestation Ritual. Details can be found on page 10.
Custos Ozoa
Medium Fiend, Chaotic Evil
- Armor Class 13 + Proficiency Bonus (natural armor)
- Hit Points 5 + 7 times your Shadow Summoner level
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 20 (+5) 10 (+0) 10 (+0) 7 (-2)
- Damage Resistances Lightning
- Senses Blindsense 20 ft., Passive Perception 10
- Languages Understands the languages you speak
Safe Harbor. Custos Ozoa can occupy the same space as any friendly creature, granting them half cover for the duration.
Electrified. Whenever an unfriendly creature makes contact with Custos Ozoa's, they take 1d6 Lightning damage.
Actions
- Shocking Tendril. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 1d6 + PB Lightning damage and the target can't take reactions until the start of its next turn.
- Protect. Reaction: When a friendly creature within 20 ft. is about to take damage, Custos Ozoa moves between them and the source of the damage, taking all the damage instead.
Contract Clause (3)
By Invoking 3 Contract Clauses, you can summon the Custos Ozoa, a ghost-like box jellyfish that hovers off the ground and using it's somewhat translucent but hardy body to protects it's allies and deal Lightning damage to any creature it touches.
Manifestation Ritual
At 5th level, the Custos Ozoa can be subdued with the Manifestation Ritual.
Amalgamation
Starting at 7th level, the Custos Ozoa's essence can be fused with a summoned Shadow Beast. By invoking 2 Contract Clauses, Custos Ozoa grants the summoned Shadow Beast Safe Harbor.
Totality: Harbor
Starting at 16th level, Custos Ozoa's absolute manifestation can be subdued with the Manifestation Ritual. Details can be found on page 11.
Portent Lepus
Small Fiend, Neutral Evil
- Armor Class 15 + Proficiency Bonus (natural armor)
- Hit Points 5 + 2 times your Shadow Summoner level
- Speed 40 ft.
STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 10 (+0) 10 (+0) 10 (+0) 16 (+3)
- Skills Acrobatics +4, Performance +3, Stealth +3
- Senses Passive Perception 11
- Languages Understands the languages you speak
Shadow Dash. Whenever you and Portent Lepus use your action to Dash, you do not provoke attacks of opportunity and gain 10 feet to your dashing speed.
Distraction. If Portent Lepus runs at least 30 feet in a straight line towards a creature until just outside their reach, they have disadvantage on attack rolls against creatures other than Portent Lepus that turn.
Actions.
- Bite. Melee Weapon Attack: -1 + PB to hit, reach 5 ft., one target. Hit: 1d6 - 1 + PB Piercing damage.
- Avoidance. Reaction: If Portent Lepus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can use it's reaction to instead take no damage on success, and only half on failure.
Contract Clause (2)
By Invoking 2 Contract Clauses, you can summon the Portent Lepus, a small shadow rabbit that, despite having a weak Bite and low Hit Points, can use it's impressive speed to distract foes and help you dash faster in order to avoid attacks or escape combat.
Manifestation Ritual
At 7th level, the Portent Lepus can be subdued with the Manifestation Ritual.
Amalgamation
Starting at 7th level, the Portent Lepus's essence can be fused with a summoned Shadow Beast. By invoking 3 Contract Clauses, Portent Lepus grants the summoned Shadow Beast Distraction.
Totality: Brood
Starting at 16th level, Portent Lepus's absolute manifestation can be subdued with the Manifestation Ritual. Details can be found on page 11.
Bottomless Annelid
Small Fiend, Chaotic Evil
- Armor Class 11 + Proficiency Bonus (natural armor)
- Hit Points 5 + 2 times your Shadow Summoner level
- Speed 5 ft., fly 20ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 10 (+0) 14 (+2) 12 (+1) 8 (-1)
- Skills Medicine +5, Stealth +5
- Senses Blindsense 20 ft., Passive Perception 12
- Languages Understands the languages you speak
Symbiotic Shadow. Whenever you or Bottomless Annelid deal damage, roll a 1d4 + PB and recover Hit Points equal to the total rolled.
Host Seeker. Whenever Bottomless Annelid is within 5 ft. of another creature, it attempts to attach to the potential host. Unwilling creatures must beat a 13 + PB Dexterity saving throw or Bottomless Annelid attaches to the creature. Bottomless Annelid can be removed by a contested grapple check.
Actions
- Leech. As an action, Bottomless Annelid can drain 1d6 + PB Hit Points from it's host and recover the total rolled to it's own Hit Points.
- Blood Absorption. Reaction: As a reaction to detecting blood being spilled within 20ft, Bottomless Annelid can use it's reaction to heal half the damage dealt to itself or to it's host.
Contract Clause (3)
By Invoking 3 Contract Clauses, you can summon the Bottomless Annelid, a fiendish, blood starved leech that latches onto it's host in order to heal a wounded ally or to satiate it's bottomless hunger.
Manifestation Ritual
At 7th level, Bottomless Annelid can be subdued with the Manifestation Ritual.
Amalgamation
Starting at 7th level, the Bottomless Annelid's essence can be fused with a summoned Shadow Beast. By invoking 3 Contract Clauses, Bottomless Annelid grants the summoned Shadow Beast Symbiotic Shadow.
Totality: Parasite
Starting at 18th level, Bottomless Annelid's absolute manifestation can be subdued with the Manifestation Ritual. Details can be found on page 12.
Antumbral Parallel
Medium Fiend, Neutral Evil
- Armor Class 12 + Proficiency Bonus (natural armor)
- Hit Points 5 + 3 times your Shadow Summoner level
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1)
- Skills Acrobatics +5, Stealth +5
- Senses Passive Perception 11
- Languages Understands the languages you speak
One Shadow. You can submerge yourself into your shadow with a bonus action and reemerge at Antumbral Parallel's location and friendly creatures occupying the same space as Antumbral Parallel can submerge themselves into it with an action and reemerge at your location.
Shadow Mimic. Antumbral Parallel attempts to stay hidden at all times by mimicking shadows, allowing it to occupy the same space as another creature. While mimicking a creatures shadow, Antumbral Parallel has advantage on Dexterity (Stealth) checks.
Actions
- Mimic Strike. Melee Weapon Attack: +1 + PB to hit, reach 5 ft., one target. Hit: 1d6 + 1 + PB Bludgeoning damage.
- Your Shadow. Reaction: When Antumbral Parallel occupies the same space as another creature and mimics their shadow, as a reaction to the creature getting hit by an attack roll, it can quickly submerge them within itself to halve the damage.
Contract Clause (3)
By Invoking 3 Contract Clauses, you can summon the Antumbral Parallel, a timid, ethereal creature that attempts to hide itself by mimicking the shadows of other creatures and submerges them within itself to protect them and allows you to teleport to it's location.
Manifestation Ritual
At 9th level, the Antumbral Parallel can be subdued with the Manifestation Ritual.
Amalgamation
Starting at 9th level, the Antumbral Parallel's essence can be fused with a Shadow Beast. By invoking 3 Contract Clauses, Antumbral Parallel grants the summoned Shadow Beast One Shadow.
Totality: Mimic
Starting at 18th level, Antumbral Parallel's absolute manifestation can be subdued with the Manifestation Ritual. Details can be found on page 11.
Ceaseless Ceros
Large Fiend, Lawful Evil
- Armor Class 16 + Proficiency Bonus (natural armor)
- Hit Points 5 + 5 times your Shadow Summoner level
- Speed 20 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 16 (+3) 8 (-1) 8 (-1) 8 (-1)
- Skills Athletics +10
- Senses Passive Perception 9
- Languages Understands the languages you speak
Ceaseless. You and Ceaseless Ceros don't spend extra movement on difficult terrain.
Heavily Armored. Ceaseless Ceros uses it's Strength modifier to determine it's Armor Class.
Actions
- Horns. Melee Weapon Attack: +5 + PB to hit, reach 5 ft., one target. Hit 1d6 + 5 + PB Piercing damage.
- Charge. Ceaseless Ceros becomes an unstoppable force by using all 20 ft. of it's movement speed to run in a straight line, pushing all creatures within reach 5 ft. away from it and must succeed a DC 14 + PB Dexterity saving throw or be knocked prone. At the end of it's charge, it can make a Horn attack as a bonus action.
Contract Clause (4)
By Invoking 4 Contract Clauses, you can summon the Ceaseless Ceros, a large, heavily armored black rhinoceros that uses it's natural durability to brush aside weak attacks and it's impressive horn to gore it's foes, and nothing can stand in it's way when it begins to charge, pushing or knocking over everything in it's path.
Manifestation Ritual
At 9th level, the Ceaseless Ceros can be subdued with the Manifestation Ritual.
Amalgamation
Starting at 9th level, the Ceaseless Ceros's essence can be fused with a summoned Shadow Beast. By invoking 4 Contract Clauses, Ceaseless Ceros grants the summoned Shadow Beast Ceaseless.
Totality: Titan
Starting at 18th level, Ceaseless Ceros's absolute manifestation can be subdued with the Manifestation Ritual. Details can be found on page 12.
Apocalyptic Sapien
Huge Fiend, Chaotic Evil
- Armor Class 13 + Proficiency Bonus (natural armor)
- Hit Points 5 + 7 times your Shadow Summoner level
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 20 (+5) 17 (+3) 5 (-3) 5 (-3)
- Skills Acrobatics +6, Athletics +6
- Senses Passive Perception 7
- Languages Understands the languages you speak
Shadow Rage. You and Apocalyptic Sapien have advantage on Strength checks and Strength saving throws and have resistance to bludgeoning, piercing and slashing damage.
Fear Aura. Any creature hostile to the Apocalyptic Sapien that starts its turn within 20 feet of it must beat a DC 14 + PB Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn.
Unyielding Rage. When Apocalyptic Sapien is commanded to attack a target, it loses sight of it's surroundings and your companions could get caught in Apocalyptic Sapiens viscous attacks.
Actions
- Multiattack. Apocalyptic Sapien makes two attacks: one Shadow Strike and one Tail Swipe.
- Shadow Strike. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 1d6 + 3 + PB Necrotic damage.
- Tail Swipe. Melee Weapon Attack: +3 + PB to hit, 15 ft. cone. Hit: 1d6 + PB Necrotic damage and must beat a DC 14 + PB Dexterity saving throw or be knocked prone.
Contract Clause (5)
By Invoking 5 Contract Clauses, you can summon the Apocalyptic Sapien, a huge ape-like creature with powerful limbs, a long tail and a unyielding temper that it uses to wreak havoc on it's targets.
Manifestation Ritual
At 11th level, the Apocalyptic Sapien can be subdued with the Manifestation Ritual.
Amalgamation
Starting at 11th level, the Apocalyptic Sapien's essence can be fused with a Shadow Beast. By invoking 5 Contract Clauses, Apocalyptic Sapien grants the summoned Shadow Beast Shadow Rage.
Totality: Apex
At 20th level, Apocalyptic Sapien's absolute manifestation can be subdued with the Manifestation Ritual. Details can be found on page 12.
Shadow Beasts: Totality
Summoning the absolute manifestation of a Shadow Beast's essence, their Totality, requires more Contract Clauses than it would to just summon the fiends normal essence and, unless subdued by the Manifestation Ritual, will immediately rampage if summoned. Totality's are larger and more powerful versions of the Essence, complete with more terrifying and fiendish characteristics.
Umbral Panthera: Huntress
Large Fiend, Lawful Evil
- Armor Class 15 + Proficiency Bonus (natural armor)
- Hit Points 5 + 6 times your Shadow Summoner level
- Speed 40 ft., climb 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 18 (+4) 10 (+0) 14 (+2) 7 (-2)
- Skills Acrobatics +7, Stealth +7
- Senses Darkvision 60ft., Passive Perception 12
- Languages Understands the languages you speak
Shadow Stealth. You and Huntress have advantage on your Dexterity (Stealth) checks.
Sneak Attack. Once per turn, Huntress can deal an extra 2d6 Piercing damage on hit if it had advantage on the attack roll.
Vanish. Whenever Huntress uses its action to Hide, it becomes invisible until it attacks.
Actions
- Greater Invisibility (1 Charge). As an action, Huntress can cast Greater Invisibility on itself for 30 seconds.
- Bite. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: 2d6 + 3 + PB Piercing damage.
- Pounce. Move 20 feet straight toward a creature and make a Bite attack, the target must succeed on a DC 15 + PB Strength saving throw or be knocked prone, allowing Totality: Huntress to make one bite attack against the target as a bonus action.
Contract Clause (4)
By Invoking 4 Contract Clauses, you can summon Umbral Panthera's Totality: Huntress, the stealthiest Shadow Beast. It's appearance resembles that of a Displacer Beast but lacking the spiked tentacles.
Manifestation Ritual
At 14th level, Totality: Huntress can be subdued with the Manifestation Ritual.
Contra Wolves: Lycan
Large Fiend, Unaligned
- Armor Class 14 + Proficiency Bonus (natural armor)
- Hit Points 5 + 5 times your Shadow Summoner level
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 8 (-1) 16 (+3) 7 (-2)
- Skills Athletics +6, Perception +5, Survival +4
- Senses Passive Perception 18
- Languages Understands the languages you speak
Shadow Pact Tactics. You and Lycan have advantage on attack rolls against a creature if the other is within 5 feet of the targeted creature.
Keen Senses. Lycan has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Infused Strike Once per turn, when you take the attack action, Lycan infuses your strike with its essence, causing you to deal an extra 1d6 Radiant or Necrotic damage on hit.
Actions
- Multiattack. Lycan makes two Contra Claw attacks: one Necrotic and one Radiant.
- Bite. Melee Weapon Attack: +5 + PB to hit, reach 5 ft., one target. Hit: 3d6 + 5 + PB Piercing damage
- Contra Claw. Melee Weapon Attack: +5 + PB to hit, reach 5 ft., one target. Hit 2d6 + 5 + PB Necrotic or Radiant damage.
- Stunning Howl (1 Charge). Lycan targets one creature within reach and unleashes a deafening howl. The creature must beat a DC 15 + PB Constitution saving throw or be stunned until the end of your next turn.
Contract Clause (5)
By Invoking 5 Contract Clauses, you can summon Contra Wolves's Totality: Lycan, the strongest melee Shadow Beast. It's appearance resembles that of both Contra Wolves fused into on creature, becoming a large, gray werewolf-like creature.
Manifestation Ritual
At 14th level, Lycan can be subdued with the Manifestation Ritual.
Hellcrux Vulpes: Kitsune
Medium Fiend, Chaotic Evil
- Armor Class 15 + Proficiency Bonus (natural armor)
- Hit Points 5 + 4 times your Shadow Summoner level
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (0) 18 (+4) 14 (+2) 20 (+5) 14 (+2) 7 (-2)
- Skills Acrobatics +7, Arcana +7
- Senses Passive Perception 12
- Languages Understands the languages you speak
Shadow Resistance. You and Kitsune have advantage on saving throws against spells and other magical effects.
Evasion. When Kitsune is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, you instead take no damage on success, and only half on failure.
Fire Bomb. Kitsune can use as many charges as it wants when using Flame Orb, allowing it to hurl up to 3 Flame Orbs at once.
Actions
- Flame Wisp (1 Charge). Kitsune channels a wisp of flames at each of it's nine tails. The Flame Wisps then seek out and target a hostile creature within 90 ft, each dealing 1d6 Fire damage on hit. One creature can be hit by multiple Flame Wisps.
- Fire Bolt. Ranged Spell Attack: +5 + PB to hit, reach 120 ft., one target. Hit 2d6 + 5 + PB Fire damage.
- Flame Orb (3 Charges). Ranged Spell Attack: DC 15 + PB Dexterity saving throw, reach 60 ft., 5ft radius circle. Fail 2d6 + PB Fire damage or half the damage on a success. Kitsune can hurl as many orbs as it wants as an action. Doing so increases the damage
Contract Clause (4)
By Invoking 4 Contract Clauses, you can summon Hellcrux Vulpes' Totality: Kitsune, the strongest ranged Shadow Beast. It's appearance resembles that of a nine-tailed fox spirit.
Manifestation Ritual
At 14th level, Kitsune can be subdued with the Manifestation Ritual.
Penumbral Striga: Noctua
Huge Fiend, Lawful Evil
- Armor Class 14 + Proficiency Bonus (natural armor)
- Hit Points 5 + 4 times your Shadow Summoner level
- Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 12 (+1) 20 (+5) 7 (-2)
- Skills Acrobatics +6, Perception +5, Stealth +4
- Senses Darkvision 120ft., Passive Perception 20
- Languages Understands the languages you speak
Silent Wind. Noctua is so fast and quiet that when it moves, either alone or when holding another creature, it does not provoke attacks of opportunity.
Keen Vision. Noctua has advantage on Wisdom (Perception) checks that rely on vision.
Shadow Link You have a telepathic connection to Noctua, allowing you to command it no matter how far away it is.
Actions
- Shadow Sight (3 Charges.) Noctua allows you to see through it's eyes for 1 minute. During this time, you are deaf and blind with regard to your own senses but can still command Noctua with an action.
- Icy Wind. Ranged Spell Attack: DC 15 + PB Dexterity saving throw, reach 30ft cone. Fail 2d6 + PB Cold damage and speed is reduced by 15 ft. until your next turn or half the damage on a success.
- Fly By. Noctua can attempt to pick up one creature and move it up to it's movement speed in any direction before letting go. Unwilling creatures must succeed a DC 15 + PB Strength saving throw or be forcefully moved up to half of Noctua's movement speed.
Contract Clause (5)
By Invoking 5 Contract Clauses, you can summon Penumbral Striga's Totality: Noctua, the most perceptive Shadow Beast. It's appearance resembles that of a ghostly white giant owl.
Manifestation Ritual
At 16th level, Noctua can be subdued with the Manifestation Ritual.
Custos Ozoa: Harbor
Large Fiend, Chaotic Evil
- Armor Class 14 + Proficiency Bonus (natural armor)
- Hit Points 5 + 8 times your Shadow Summoner level
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 22 (+6) 10 (+0) 12 (+1) 7 (-2)
- Damage Immunities Lightning
- Senses Blindsense 20 ft., Passive Perception 11
- Languages Understands the languages you speak
Safe Harbor. Harbor can occupy the same space as any friendly creature, granting them half cover for the duration.
Electrified. Whenever an unfriendly creature makes contact with Harbor, they take 2d6 Lightning damage.
Lightning Resistance. Whenever a friendly creature occupies the same space as Harbor, they are granted Lightning Resistance for the duration.
Actions
- Electric Harbor (1 Charge). Harbor uses it's entire body to create an electrified safe haven for any creature that occupies the same space for 30 seconds. While inside the Electric Harbor, all creatures are granted full cover and deal an additional 1d6 Lightning damage whenever they deal damage. Harbor cannot move or act while Electric Harbor is in effect.
- Shocking Tendril. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 2d6 + PB Lightning damage and the target can't take reactions until the start of its next turn.
- Protect. Reaction: When a friendly creature within 20 ft. is about to take damage, Harbor moves between them and the source of the damage, taking all the damage instead.
Contract Clause (6)
By Invoking 6 Contract Clauses, you can summon Custos Ozoa's Totality: Harbor, the most protective Shadow Beast. It's appearance resembles that of a giant, ghostly white box jellyfish.
Manifestation Ritual
At 16th level, Harbor can be subdued with the Manifestation Ritual.
Portent Lepus: Brood
Small Fiend, Neutral Evil
- Armor Class 16 + Proficiency Bonus (natural armor)
- Hit Points 5 + 3 times your Shadow Summoner level
- Speed 60 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 12 (+1) 10 (+0) 10 (+0) 20 (+5)
- Skills Acrobatics +6, Performance +5, Stealth +3
- Senses Passive Perception 11
- Languages Understands the languages you speak
Shadow Dash. Whenever you and Brood use your action to Dash, you do not provoke attacks of opportunity and gain 30 feet to your dashing speed.
Distraction. If Brood runs at least 30 feet in a straight line towards a creature until just outside their reach, they have disadvantage on attack rolls against creatures other than it that turn.
Shadow Brood. Alongside Brood, summoning this fiend manifests a family of 3 shadow rabbits that occupy the same space, moving and acting as one. Each time a creature targets Brood, roll a d20 to determine whether the attack instead hits one of it's shadow rabbits instead. If it has 3 shadow rabbits, you must roll a 6 or higher to change the attacks target to a shadow rabbit. With 2, you must roll an 8 or higher. With 1, you must roll an 11 or higher. The shadow rabbits share Brood's AC and are destroyed on hit.
Actions.
- Bunny Charm. Brood can send 1 shadow rabbit into the arms of a hostile creature. That creature must beat a DC 15 + PB Wisdom saving throw. If it fails, it is charmed by Brood for 30 seconds and must hold and pet the shadow rabbit. To put down the shadow rabbit, the charmed creature must use it's action to make another Wisdom saving throw. Once set down, the shadow rabbit is destroyed. The effect ends if target is hit by a friendly creature.
- Bite. Melee Weapon Attack: +1 + PB to hit, reach 5 ft., one target. Hit: 2d6 +1 + PB Piercing damage.
- Avoidance. Reaction: If Brood is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can use it's reaction to instead take no damage on success, and only half on failure.
Contract Clause (5)
By Invoking 5 Contract Clauses, you can summon Portent Lepus's Totality: Brood, the fastest Shadow Beast. It is a family of 4 shadow rabbits.
Manifestation Ritual
At 16th level, Brood can be subdued with the Manifestation Ritual.
Bottomless Annelid: Parasite
Small Fiend, Chaotic Evil
- Armor Class 12 + Proficiency Bonus (natural armor)
- Hit Points 5 + 3 times your Shadow Summoner level
- Speed 5 ft., fly 20ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 12 (+1) 16 (+3) 16 (+3) 8 (-1)
- Skills Medicine +7, Stealth +7
- Senses Blindsense 20 ft., Passive Perception 13
- Languages Understands the languages you speak
Symbiotic Shadow. Whenever you or Parasite deal damage, roll a 1d4. You and Parasite recover Hit Points equal to the total rolled.
Host Seeker. Whenever Parasite is within 5 ft. of another creature, it attempts to attach to the potential host. Unwilling creatures must beat a 13 + PB Dexterity saving throw or Parasite attaches to the creature. Parasite can be removed by a contested grapple check.
Parasite. While attached to a hostile host, they take 1d6 + PB Poison damage at the end of their turn.
Actions
- Poisonous Bite. Melee Weapon Attack: +4 + PB to hit, reach 5ft., one target. Hit: 1d6 + PB Poison damage and the target is poisoned until the end of their next turn.
- Leech. As an action, Parasite can drain 2d6 + PB Hit Points from it's host and recover the total rolled to it's own Hit Points.
- Blood Absorption. Reaction: As a reaction to detecting blood being spilled within 20ft, Parasite can use it's reaction to heal half the damage dealt to itself or to it's host.
Contract Clause (6)
By Invoking 6 Contract Clauses, you can summon the Bottomless Annelid's Totality: Parasite. It's appearance is a more grotesque leech.
Manifestation Ritual
At 18th level, Parasite can be subdued with the Manifestation Ritual.
Antumbral Parallel: Mimic
Medium Fiend, Neutral Evil
- Armor Class 13 + Proficiency Bonus (natural armor)
- Hit Points 5 + 4 times your Shadow Summoner level
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+3) 13 (+3) 13 (+3) 13 (+3) 13 (+3) 13 (+3)
- Skills Acrobatics +7, Stealth +7
- Senses Passive Perception 12
- Languages Understands the languages you speak
One Shadow. You can submerge yourself into your shadow with a bonus action and reemerge at Mimic's location and friendly creatures occupying the same space as Mimic can submerge themselves into it with an action and reemerge at your location.
Shadow Mimic. Mimic attempts to stay hidden at all times by mimicking shadows, allowing it to occupy the same space as another creature. While mimicking a creatures shadow, it has advantage on Dexterity (Stealth) checks.
Mirror Mimic. When Mimic is mimicking a friendly creatures shadow and that creature lands a melee weapon attack, Mimic can immediately make a Mimic Strike against the same target once per turn.
Actions
- Shadow Swap (Charges 3). Mimic can attempt to swap the locations of two creatures within 60ft. Unwilling creatures must beat a DC 16 + PB Wisdom saving throw or is swapped.
- Mimic Strike. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 2d6 + 2 + PB Bludgeoning damage.
- Your Shadow. Reaction: When Mimic occupies the same space as another creature and mimics their shadow, as a reaction to the creature getting hit by an attack roll, it can quickly submerge them within itself to halve the damage.
Contract Clause (6)
By Invoking 6 Contract Clauses, you can summon Antumbral Parallel's Totality: Mimic, the most bashful Shadow Beast. It takes on the shape and appearance of the Shadow Summoner, but dark as a shadow.
Manifestation Ritual
At 18th level, Mimic can be subdued with the Manifestation Ritual.
Ceaseless Ceros: Titan
Huge Fiend, Lawful Evil
- Armor Class 17 + Proficiency Bonus (natural armor)
- Hit Points 5 + 5 times your Shadow Summoner level
- Speed 20 ft.
STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 16 (+3) 8 (-1) 8 (-1) 8 (-1)
- Damage Immunities Bludgeoning, Slashing, Piercing
- Skills Athletics +14
- Senses Passive Perception 9
- Languages Understands the languages you speak
Ceaseless. You and Titan don't spend extra movement on difficult terrain.
Heavily Armored. Titan uses it's Strength modifier to determine it's Armor Class.
Blunt Force. Titan is immune to Bludgeoning, Slashing and Piercing damage.
Actions
- Titanic Defense (2 Charges). Titan plants it's feet firmly into the ground becoming an immovable object until the end of it's next turn. While planted, it cannot move or be moved and all damage received it is reduced by half.
- Horns. Melee Weapon Attack: +6 + PB to hit, reach 5 ft., one target. Hit 2d6 + 6 + PB Piercing damage.
- Charge. Titan becomes an unstoppable force by using all 20 ft. of it's movement speed to run in a straight line, pushing all creatures within reach 5 ft. away from it and must succeed a DC 16 + PB Dexterity saving throw or be knocked prone. At the end of it's charge, it can make a Horn attack as a bonus action.
Contract Clause (7)
By Invoking 7 Contract Clauses, you can summon Ceaseless Ceros's Totality: Titan, the most resilient Shadow Beast. It's appearance is that of a hulking, heavily armored shadow rhinoceros.
Manifestation Ritual
At 18th level, Titan can be subdued with the Manifestation Ritual.
Apocalyptic Sapien: Apex
Gargantuan Fiend, Chaotic Evil
- Armor Class 15 + Proficiency Bonus (natural armor)
- Hit Points 5 + 7 times your Shadow Summoner level
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 20 (+5) 18 (+4) 5 (-3) 5 (-3)
- Skills Acrobatics +8, Athletics +8
- Senses Passive Perception 7
- Languages Understands the languages you speak
Shadow Rage. You and Apex have advantage on Strength checks and Strength saving throws and have resistance to bludgeoning, piercing and slashing damage.
Fear Aura. Any hostile creature that starts its turn within 20 feet of Apex must beat a DC 17 + PB Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn.
Unyielding Rage. When Apex is commanded to attack a target, it loses sight of it's surroundings and your companions could get caught in Apex viscous attacks.
Legendary Resistance (1/D): If Apex fails a saving throw, it can choose to succeed instead.
Actions
- Multiattack. Apex makes three attacks: two Shadow Strikes and one Tail Swipe.
- Shadow Strike. Melee Weapon Attack: +4 + 4 + PB to hit, reach 10 ft., one target. Hit: 2d6 + 4 + PB Necrotic damage.
- Tail Swipe. Melee Weapon Attack: +4 + 4 + PB to hit, 15 ft. cone. Hit: 1d6 + PB Necrotic damage and must beat a DC 16 + PB Dexterity saving throw or be knocked prone.
- Grap and Throw. Apex attempts to grapple one creature no bigger than Large within reach. Roll a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is grappled. Once grappled, as a bonus action, Apex can hurl the creature 60 ft. in any direction.
Contract Clause (8)
By Invoking 8 Contract Clauses, you can summon Apocalyptic Sapien's Totality: Apex, the Strongest Shadow Beast.
Manifestation Ritual
At 20th level, Apex can be subdued with the Manifestation Ritual.
Created by Maxwell Chase
Thank you for reading. Like all homebrew, this new class is a constantly being updated, tested and tweaked in an ongoing campaign by experienced veterans. Please feel free to give the Shadow Summoner a try for yourself!
Suggestions, Corrections and Discussions are always welcome. Feel free to contact me at: MaxwellChase@iCloud.com