| Level | Feature |
|---|---|
| 1st | Eldritch Spellcasting |
| 3rd | Aspects of the Wraith |
| 6th | Eldritch Incarnate |
| 10th | Arcane Surge |
| 14th | Trifecta |
| 18th | Embodiment of the Otherworldly |
##### Wraith
| Wraith Level | Spells known | Cantrips | Casting Level |
|:---:|:---:|:---:|:---:|
| 3rd | 2 | 2 | 1st |
| 4th | 2 | 2 | 1st |
| 5th | 3 | 2 | 1st |
| 6th | 3 | 2 | 1st |
| 7th | 4 | 2 | 2nd |
| 8th | 4 | 2 | 2nd |
| 9th | 5 | 3 | 2nd |
| 10th | 5 | 3 | 2nd |
| 11th | 6 | 3 | 2nd |
| 12th | 6 | 3 | 2nd |
| 13th | 7 | 3 | 3rd |
| 14th | 7 | 3 | 3rd |
| 15th | 8 | 3 | 3rd |
| 16th | 8 | 3 | 3rd |
| 17th | 9 | 4 | 3rd |
| 18th | 9 | 4 | 3rd |
| 19th | 10 | 4 | 4th |
| 20th | 10 | 4 | 4th |
\columnbreak
### Eldritch Spellcasting
Starting at level 1, You've been reborn with the power use Eldritch magic. By expending some of your life force, you can cast spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting. For spells, you learn all your spells from the Warlocks spell list. As a result of your eldritch adept, your smite damage type is force or necrotic, and you way use your Smite Will die option on the damage rolls of Spells and Penchants.
***Shade Casting.*** To cast a spell, you must use shade instead of spell slots. When casting a spell, you spend 5 + the spells level of shade to cast it. To cast a spell at a higher level, you instead spend an additional amount of points equal to the spells level + 5. For example, if you want to cast a 1st level spell at 2nd level, you'd spend 7 shade instead 6.
***Cantrips.*** You learn two Cantrips from the Warlock spell list. You learn additional cantrips at certain levels, as detailed on the Wraith Spellcasting table.
***Casting Level.*** The power needed to cast a spell is great, so at 1st level when you gain the ability to cast spells your limit to what level you can cast them at is 1st. When your limit is 1st level, then you can only cast spells of 1st level, so you can't cast 1st level sells at a higher level either. Additionally, you can only spend an amount of shade on a spell equal to the amount of shade required to cast a spell equal to your Casting level in a single turn. For example, if your casting level is 3rd level, the you could only spend 8 Shade on a spell in a single turn. At certain levels this limit increases as shown in the Wraith casting table.
***Spells Known of 1st-level and Higher.*** You know 2 first level spells of your choice from the Warlock spell list. The spells known column of the Wraith Spellcasting table shows when you learn more Warlock spells of 1st level or higher. Each of these spells you learn must be of a level equal to or lower than your current Casting level. Whenever you gain a level in this class, you can replace one of the Warlock spells you know with another spell of your choice from the Warlocks spell list. The new spell must be of a level that is equal to or less than your Casting level. Additionally, you can trade learning a penchant for learning a spell, but you must keep at least 3 penchants learned.
***Spellcasting Ability.*** Charisma is your spellcasting ability for your Warlock spells, since you gain your spell casting from the spirit force located in your soul. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
\pagebreakNum
# Penchants
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#### Penchant Rulings
Presented bellow are a list of Penchants listed by level. If a Penchant has a prerequisite, then you must meet it in order to learn it. The Level requirement listed for Penchant uses your Incarnate level, not your character level.
***Manifest Time.*** The Manifest Time is how long it takes to use a Penchant. For example, if a Penchant has a Use time of an Action, it takes an action to use it. Sometimes next to the Use time will specify exactly how a Penchant may be used.
***Duration.*** The Duration is how long a Penchant lasts. If a power is listed as having a duration of "Instantaneous" then the effect happens immediately.
***Concentration.*** Some Penchant require concentration to maintain. Concentration on a Penchant follows the same rules it does for spell casting.
***Saving throws and Attack rolls.*** If a power requires a saving throw or attack throw other then a melee attack you calculate the Modifier and DC according to the rules listed in the Penchant feature earlier in this class.
***Specialty Penchants.*** When you choose a certain Penchant as your specialty, you gain the additional features listed in the Specialty section.
### Propel Strike
*Attack Penchant*
___
- **Use Time:** 1 reaction (upon making an attack)
- **Range:** Weapon reach
- **Cost:** 5 Shade
- **Duration:** Instantaneous
___
You propel your blade forward towards a target of your choice as a part of making an attack. You strike through the target moving up to 10ft behind the target without provoking any attack of opportunities, after you move you can make an additional attack against a target within range.
***At Higher Shade***
For every 10 additional Shade you spend on this feature, you immediately strike up to 10ft through the creature as a part of making the last additional attack, you can then make one more attack.
***Specialty***
When choosing this Penchant to specialize, you deal 1d6 additional necrotic damage when you make an additional attack with this Penchant.
\columnbreak
### Necrotic Orb
*Attack Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** 10 feet
- **Cost:** 5 Shade
- **Duration:** Instantaneous
___
You form and launch a small orb of pure necrotic matter at your targets. As a bonus action, you launch a round projectile at a target within 10ft of you. Make a Penchant power attack, on hit this orb deals 1d10 Necrotic damage.
***At Higher Shade***
For every 5 additional Shade you spend on this feature, the range increases by 5ft, and the damage increases by 1d10 Necrotic.
***Specialty***
When choosing this Penchant as your specialty, Upon the Necrotic orb hitting, it inflicts the poisoned condition on the target. At the end of each of the targets turns, it makes a constitution save against your save DC. Until it succeeds the saving throw it retains the poisoned condition.
### Attune Weapon
*Effect Penchant*
___
- **Manifest Time:** 1 minute
- **Range:** Touch
- **Cost:** 5 Shade
- **Duration:** 8 hours
___
You attune your soul into a weapon your are holding. You must spend 1 minute while holding a weapon you want to use this Penchant on. After this, you become attuned to the weapon allowing you to spend your bonus action to call it to your hand or cause it to disappear or reappear as a bonus action. Additionally, once per turn you may deal 1d6 additional damage of the same damage type that the weapon had already dealt, this additional damage counts separately from the weapons damage.
***At Higher Shade***
For every 20 additional Shade you spend on this feature you deal an additional 1d6 additional damage once per turn.
***Specialty***
When choosing this Penchant as your specialty, you always have this penchant active on a weapon, instead of always dealing additional damage permanently, you can spend 15 shade to cause your weapon to deal 1d4 additional damage for the next minute. The additional damage from spending more shade follows this as well.
\pagebreakNum
### Dark Influence
*Effect Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** 60 feet
- **Cost:** 5 Shade
- **Duration:** Instantaneous
___
You manipulate the darkness within you to use against your foes. As an action, choose one target within 60ft of you, that target must make a wisdom save. On a failed save, they take 2d4 necrotic damage and are moved 10ft in a direction you choose.
***At Higher Shade***
For every 10 additional Shade you spend on this Penchant, this penchant deals an additional 1d4 necrotic damage and you can move the target 10ft farther on a failed save.
***Specialty***
When choosing this Penchant as your specialty, you can cause the target to drop one item if they had failed save against this Penchant in addition to the other effects.
### Blinding Light
*Effect Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** 20 feet
- **Cost:** 10 Shade
- **Duration:** Concentration, up to 1 minute
___
You channel an immense amount of light into your palm, then you release it into the eyes of your foes. As a bonus action, hold your hand in a spot which is in direct contact with sunlight or bright light and spend 10 shade to channel the light into your hand. After you channel the light into your hand, your hand radiates the same light source that you had channeled into your hand, it radiates this light as if it was coming directly from whatever light source you had channel into your hand. The light extends from your hand in a 5ft radius, and past the 5ft radius of light, it radiates another 5ft of dim light. While you have the light channel into your hand as a bonus action you can release rapidly. All creatures within 20ft that see using some sort of sight must make a constitution saving throw against your Penchant save DC or be blinded for 1 minute up to concentration. At the end of each of the effected creatures turns they can make another constitution save ending the effect on a success. You and any ally must make a save against this as well provided they are within the radius, any saves you or your allies make against this penchant is at advantage. The light channeled into your hand disappears if you release it, or 1 hour passes.
***At Higher Shade***
For every 10 additional Shade you spend on this Penchant, this Penchant deals 2d6 additional radiant damage to any creature who failed the save against this Penchant.
***Specialty***
When choosing this Penchant as your specialty, you and all allies you choose automatically succeed the save against this Penchant.
\columnbreak
### Boost
*Effect Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** Touch
- **Cost:** Shade
- **Duration:** Concentration, up to 1 minute
___
You enhance a creature you touch with dark energy. For the next minute, the affected creature gains an amount of Temporary Hit Points equal to your charisma modifier, their speed increases by 5ft, and their AC increases by 1.
***At Higher Shade***
For every 30 additional Shade you spend on this Penchant, The affected creature gains 5 more Temporary Hit points, their speed increases by 5ft more, and their AC increases by 1.
***Specialty***
When choosing this Penchant as your specialty, you can spend 5 additional shade when manifesting this Penchant to target 2 creatures instead of 1 if they are both in range.
### Purple-Flame Strike
*Attack Penchant*
___
- **Manifest Time:** 1 action
- **Range:** 5 feet, or the range of the weapon used
- **Cost:** 5 Shade
- **Duration:** Instantaneous
___
Your weapon erupts in a purple flame to light your foes on fire. As a part of manifesting this Penchant make a weapon attack. The attack you make with this Penchant deals an additional 1d10 fire damage.
***At Higher Shade***
For every 5 additional Shade you spend on this Penchant, the weapon attack made deals an additional 1d10 fire damage.
**Specialty***
When choosing this Penchant as your specialty, When making an attack you can cause the attack to be effected by this Penchant.
### Rejuvenation
*Effect Penchant*
___
- **Manifest Time:** 1 action
- **Range:** Touch
- **Cost:** 5 Shade
- **Duration:** Instantaneous
___
You evoke the inner darkness within you to aid you or another in battle. Choose yourself or one creature within range, that creature then regains 2d4 Hit points plus a number of Hit points equal to your Charisma modifier.
***At Higher Shade***
For every 10 additional Shade you spend on this Penchant, the target of this Penchant regains 1d4 more Hit points, and gains 2 additional Hit Points.
***Specialty***
When choosing this Penchant as your specialty, you can manifest this Penchant as a bonus action, But doing so causes this power to heal 1d4 instead of 2d4.
\pagebreakNum
### Shadeblade
*Effect Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** Touch
- **Cost:** 5 Shade
- **Duration:** Concentration, up to 1 hour
___
You manifest a blade made of pure shade as a bonus action. The blade manifests in one of your hands or both if it has the two-handed property, if your hands are occupied the blade manifests on the ground 5ft in front of you. Choose one of the following forms for the blade to take:
- ***Scythe:*** You manifest your Shadeblade in the form of a Scythe. The Shadeblade deals 1d8 necrotic damage and has the following properties: Reach, Heavy, Versatile (1d10), and Finesse.
- ***Shortsword:*** You manifest your Shadeblade in the form of a Shortsword. The Shadeblade deals 1d6 necrotic damage and has the following properties: Light, and Finesse.
- ***Greatsword:*** You manifest your Shadeblade in the form of a Greatsword. The Shadeblade deals 2d6 necrotic damage and has the following properties: Heavy, and Two-Handed.
***At Higher Shade***
For every 15 additional Shade you spend on this Penchant, the Shadeblade deals 1 additional damage dice, for example the Scythe would deal 1d8 additional necrotic damage.
***Specialty***
When choosing this Penchant as your specialty, you can spend 5 additional shade when manifesting this Penchant to have 1 melee weapon you are holding to transform into the Shadeblade you choose. The Shadeblade retains any enchantments or magical properties that the weapon previously had.
### Propagate
*Attack Penchant*
___
- **Manifest Time:** 1 action
- **Range:** 30 feet
- **Cost:** 5 Shade
- **Duration:** Instantaneous
___
ou unleash a burst of shade from yourself to all of those around you. Choose an amount of creatures equal to your charisma modifier within a 30ft radius around you, those creatures must make a constitution saving throw or take 2d10 Necrotic damage, and half as much on a success.
***At Higher Shade***
For every 10 additional Shade you spend on this Penchant, the targets of this penchant take 1d10 more necrotic damage.
***Specialty***
When choosing this Penchant as your specialty, those who failed the saving throw against this Penchant fall prone, and they are unable to stand up until the end of their next turn.
\columnbreak
### Return to Life
*Effect Penchant*
___
- **Manifest Time:** 1 action
- **Range:** Touch
- **Cost:** 5 Shade
- **Duration:** Instantaneous
___
You weave together the strings of fate using your shade as a catalyst. Choose one creature you can touch that is making death saving throws, that creature regains 1 hit point.
***At Higher Shade***
For every 10 additional Shade you spend on this Penchant, the target of this Penchant regains 2 additional hit points.
***Specialty***
When choosing this Penchant as your specialty, you can manifest this Penchant as a bonus action, and it gains a range of 10ft instead.
### Withering Strike
*Attack Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** Range of the weapon used
- **Cost:** 5 Shade
- **Duration:** Concentration, up to 1 minute
___
You focus a large amount of Necrotic energy into a weapon you are holding as a bonus action. The first time you make an attack with this weapon it deals an additional 1d8 Necrotic damage, and the target takes 1d4 necrotic damage at the end of each of its turns for as long as the Penchant is active.
***At Higher Shade***
For every 5 additional Shade you spend on this Penchant, the targets of this penchant take 1d8 more necrotic damage, and an additional 1d4 necrotic damage at the end of each of its turns.
***Specialty***
When choosing this Penchant as your specialty, you no longer require concentration for the duration of this penchant, and can end this penchant at any time as a free action.
\pagebreakNum
### Shadow Manipulation
*Effect Penchant*
___
- **Manifest Time:** 1 action
- **Range:** 60 feet
- **Cost:** 5 Shade
- **Duration:** Concentration, up to 1 minute
___
You learn how to manipulate the shadows to your will. As an action, you may touch the shadow of an object or creature, using it's shadows to manipulate it from afar. You may use this in the following ways:
##### Object
If the target is an object and is not bound to anything then you can manipulate the object as if it was being effected by the *Mage Hand* cantrip, but the weight limit is equal to 10 times your Incarnate level. You can use this to steal objects out of the hands of creatures as well, when you touch the shadow of an object that a creature is holding, that creature must make a Strength save or the object is removed from their hand, and you can then harmlessly move the object up to 10ft after as long as the object remains within 60ft of you. Objects remain under your control by this feature for 1 minute, but you can use your Action to retain the effect on the object when the effect ends.
##### Creature
If the target is a creature, then you cause the shadows to take control over the creature. The creature must make a strength save or be restrained, when the creature fails the save, you can cause them to move 10ft in any direction as long as it remains within 60ft of you. As a bonus action on each of your turns you may cause the target to move 10ft again. The creature repeats this saving throw at the end of each of their turns, ending the effect on a success.
***At Higher Shade***
For every 5 additional Shade you spend on this Penchant, the range of this Penchant increases by 10ft.
***Specialty***
When choosing this Penchant as your specialty, you may use this Penchant without needing a shadow, instead you use your own.
\columnbreak
### Energy Spiral
*Attack Penchant*
___
- **Manifest Time:** 1 action
- **Range:** 30 feet
- **Cost:** 10 Shade
- **Duration:** Concentration, up to 1 minute
___
You focus a large some spiritual energy into a spinning mass in your hand. As an action, you create a small, spinning energy blast in your hand. You may spend your bonus action to release the energy at a target within range, make a Penchant attack, dealing 2d10 force on a hit. For every turn you do not release the energy, the attack deals 1d10 more force damage to a maximum of 5d10. If you loose concentration on this effect, then the energy harmlessly releases into the surroundings.
***At Higher Shade***
For every 5 additional Shade you spend on this Penchant, the range of this Penchant increases by 10ft.
***Specialty***
When choosing this Penchant as your specialty, you may manifest this Penchant as a bonus action instead, and you may use the same bonus action to release the energy that you used to manifest it.
### Magic Mirror
*Effect Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** 60 feet
- **Cost:** 10 Shade
- **Duration:** Concentration, up to 1 minute
___
You form a mirror on a wall within range, that mirror is able to be accessed by you, almost as if you were there. As a bonus action, you manifest this Penchant on a wall within 60ft of you. For the duration, you can may use attacks, penchants, or abilities as if you were on the place you had placed the mirror. The mirror resembles an ordinary mirror, nothing can be seen to tell it apart from a regular one. Additionally, if you move more than 60ft away from the mirror, the Penchant ends.
***At Higher Shade***
For every 5 additional Shade you spend on this Penchant, the maximum damage this can deal increases by 1d10.
***Specialty***
When choosing this Penchant as your specialty, you can move as far away from the mirror as you wish without the Penchant ending.
\pagebreakNum
### Stormlight Arrows
*Effect Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** Self
- **Cost:** 10 Shade
- **Duration:** 1 minute
___
You manifest magical arrows made from lightning, able to devastate enemies. While a ranged weapon is being held, it is under the effects of this Penchant. The weapon is automatically reloaded for you if it requires to be loaded with a special type of ammunition. This ammunition causes the attacks of the ranged weapon to deal entirely lightning. After 1 minute passes, all ammunition created by this Penchant disappear.
***At Higher Shade***
For every 5 additional Shade you spend on this Penchant, the time this Penchant lasts is increases by 1 minute.
***Specialty***
When choosing this Penchant as your specialty, all attacks made by ammunition created from this Penchant deal 1d6 additional lightning damage.
### Moonlight Motes
*Attack Penchant*
___
- **Manifest Time:** 1 action
- **Range:** Self
- **Cost:** 10 Shade
- **Duration:** 1 hour
___
You manifest four magical motes of glowing energy around you, which take the form of tiny moons. Each one gives off a 5ft radius of dim light. As a bonus action on your turn, you can make a Penchant attack with one of the motes, dealing 1d10 Radiant damage on a hit.
At 11th, 17th, and 29th level, as part of the same bonus action you may use an additional mote.
**At Higher Shade**
For every 5 additional Shade you spend on this Penchant, you create 2 more moonlight mote.
**Specialty**
When choosing this Penchant as your specialty, you add your charisma modifier to the damage of the motes.
### Blight Strike
*Attack Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** Range of the weapon used
- **Cost:** 5 Shade
- **Duration:** Concentration, up to 1 minute
___
You focus a large amount of Necrotic energy into a weapon you are holding. The first time you make an attack with this weapon it deals an additional 1d10 radiant damage damage.
***At Higher Shade***
For every 5 additional Shade you spend on this Penchant, you deal an additional 1d10 radiant damage.
***Specialty***
When choosing this Penchant as your specialty, you do not need to concentrate on this Penchant.
### Rapid Strikes
*Attack Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** Range of the weapon used
- **Cost:** 10 Shade
- **Duration:** Instantaneous
___
Your weapon moves forward in time using your spiritual energy. As a bonus action after taking the attack action, you may make one attack with the same weapon. The additional attack cannot have any Penchant effect it.
***At Higher Shade***
For every 10 additional Shade you spend on this Penchant up to a maximum of half your maximum shade, you make an additional attack as part of the same bonus action.
***Specialty***
When choosing this Penchant as your specialty, you permanently gain the effects of this Pechant. Making additional attacks as part of the same bonus action will still require you to spend shade as normal.
### Living Shadows
*Effect Penchant*
___
- **Manifest Time:** 1 action
- **Range:** 90 feet
- **Cost:** 10 Shade
- **Duration:** Concentration, up to 1 minute
___
You manifest living shadows to assist you in battle. As an action, you spend 5 shade, and you summon a Shadow Spirit as if you were casting the *Summon Shadowspawn* Spell.
**At Higher Shade**
For every 10 additional Shade you spend on this Penchant, the Penchant is manifested as if it had been casted at one spell slot level higher for the purposed of the Summon Shadow Spawn spell.
**Specialty**
When choosing this Penchant as your specialty, you may summon two Shadow Spirits instead of one.
### Wings of Shrouding
*Effect Penchant*
___
- **Manifest Time:** 1 bonus action
- **Range:** 30 feet
- **Cost:** 10 Shade
- **Duration:** Concentration, up to 1 hour
___
You manifest large, shadowy wings on your back, striking fear in whoever looks at them. As a bonus action, two large, shadowy wings appear on your back giving you a flying speed equal to your walking speed. Additionally, when you first manifest this Penchant, all creatures that can see you and are within the Penchants range must make a wisdom saving throw or be frightened of you until the end of their next turn.
**At Higher Shade**
For every 10 additional Shade you spend on this Penchant, the duration increases by 1 hour.
**Specialty**
When choosing this Penchant as your specialty, you gain a flying speed equal to double your speed instead.
\pagebreakNum
## The Epic Incarnate
| Level | Proficiency Bonus | Class Features | Penchants Known | Penchants Specialized | Will Die | Shade |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|
| 21st | +7 | Ability Score Improvement, Reincarnate | 12 | 6 | 7 | 105 |
| 22nd | +7 | -| 12 | 6 | 7 | 110 |
| 23rd | +7 | Extra Attack | 12 | 7 | 7 | 115 |
| 24th | +7 | Epitome Feature | 13 | 7 | 7 | 120 |
| 25th | +8 | Ability Score Improvement, Penchant Mastery | 13 | 8 | 7 | 125 |
| 26th | +8 | Improved Extra Attack | 13 | 8 | 8 | 130 |
| 27th | +8 | Epitome Feature, Penchant Mastery | 14 | 9 | 8 | 135 |
| 28th | +8 | Improved Extra Attack | 14 | 9 | 8 | 140 |
| 29th | +9 | Ability Score Improvement | 14 | 10 | 8 | 145 |
| 30th | +9 | Epitome Feature, Final Embodiment | 15 | 10 | 9 | 150 |
Page 1 | Introduction & Features
### Ability Score Improvement
When you reach 21st level, and again at 25th and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability scores up to 24 using this feature.
### Reincarnate
Also at 21st level, you undergo an additional ritual with your pact and blood. Strengthening your body, you expand your capabilities. You gain proficiency in two skills, and you may select two additional smite damage types when you use your Will Smite feature.
### Extra Attack
At 23rd level, the number of attacks you can take on your Attack action increases to three. At 26th level, the number of attacks you may replace with a Penchant with a use time of an action or bonus action increase to two, and to three at 28th level.
### Epitome Feature
You gain a feature from your epitome, detailed at the end of the class description or one from another source.
\columnbreak
### Improved Penchants
At 25th level, you gain mastery over your life's energy. Whenever you use a penchant, you can use it at one tier of higher shade at no cost. You can only use this feature once a turn, a number of times equal to your proficiency bonus, and regain all uses after a long rest.
---
At 27th level, you no longer need to maintain concentration on any of your penchants. If you do not have Living Shadows as your specialty, you must remain concentration as usual when you use this penchant.
### Final Embodiment
By reaching the summit of your spiritual practices, your spirit manifests with your flesh, making you ethereal-like. At 30th level, you gain the following benefits:
- You are immune to curses, and any effects that may blind, charm, deafen, frighten, or poison
- You are immune to the effects of exhaustion, but gain exhaustion as normal. Upon gaining 6 levels of exhaustion, you will still die
- All critical hits against you turn into normal hits
- Your Penchant attack modifier and save DC can be improved with items that improve spellcasting abilities
\pagebreak
Page 2 | Subclass Features
# Epitome Feature
### The Apparition
#### Consistency
*24th-Level Epic Apparition Feature*
---
You gain an additional reaction, which can only be used for your additional Will outcomes and Apparitional Strike.
---
At 27th-level, your Apparitional Strike deals 4d6 + your Charisma modifier psychic damage instead.
---
At 30th-level, you no longer require a reaction to use your Apparitional Strike, but can only do this once per turn, and you can choose to deal either psychic or necrotic damage instead.
#### True Seeker
*27th-Level Epic Apparition Feature*
---
You may use your Seeker feature an unlimited amount of times, but can only use it on one creature at a time. Additionally, you may use your reaction when your target dies to continue seeking another target for the duration.
#### Last Embodiment
*30th-Level Epic Apparition Feature*
---
You may now use your Embodiment of Revenge feature once per short rest. Additionally, you gain immunity to Psychic damage.
### The Dweller
#### Infectious Downpour
*24th-Level Epic Dweller Feature*
---
Creatures that you designate as your allies are now unaffected by your features, and deal an additional 1d6 Lightning damage if they are in rain with their targets and yourself.
#### True Dweller
*27th-Level Epic Dweller Feature*
---
You may now spend up to 30 Shade on your Piercing Sorrow feature, and while in rain, you deal an additional 2d6 Thunder damage.
#### Last Embodiment
*30th-Level Epic Dweller Feature*
---
You may now use your Catch The Rainbow feature once per short rest. Additionally, you gain resistance to Lightning and Thunder damage.
\columnbreak
### The Eidolon
#### Consistency
*24th-Level Epic Eidolon Feature*
---
You no longer require to expend your reaction when using Grim Strike. Additionally, you can choose between necrotic or force each time you use this feature, but must spend Shade as usual.
---
At 30th-level, your Grim Strike feature can deal up to a maximum of 8d6 necrotic or force damage, and you must spend the additional Shade as usual.
#### True Eidolon
*27th-Level Epic Eidolon Feature*
---
Your Eidolon's Scythe can now be of any weapon, and can deal any of your smite damages. You choose the type of damage it deals or the form of the weapon when you manifest it, or can change your weapon's form and damage type as a bonus action.
#### Last Embodiment
*30th-Level Epic Eidolon Feature*
---
You may now use your Reaping Hour feature once per short rest. Additionally, you gain resistance to Necrotic damage.
### The Ghast
#### Fear is Pain
*24th-Level Epic Ghast Feature*
---
Creatures frightened by you take an additional 1d8 psychic damage from all sources. Additionally, while in Embodiment of Turmoil, frightened creatures take an additional 2d12 necrotic damage at the start of their turns.
#### True Ghast
*27th-Level Epic Ghast Feature*
---
You master the ability to cause fear, spreading it like an infection. You may now use the Frighten Will outcome as a bonus action, and by expending an additional Will die, you may target an additional target with Frighten, or an additional two creatures with Torment. Causing fear to them this way will deal 3d8 psychic damage to the target(s).
#### Last Embodiment
*30th-Level Epic Ghast Feature*
---
You may now use your Embodiment of Turmoil feature once per short rest. Additionally, you gain resistance to Psychic damage.
\pagebreak
Page 3 | Subclass Features
### The Ghoul
#### Death is Glory
*24th-Level Epic Ghoul Feature*
##### _They are eternal, as are my shadows._
---
As an action, you may spend 5 shade per two undead that have been reduced to 0 hit points to be resurrected, regaining all hit points.
#### True Ghoul
*27th-Level Epic Ghoul Feature*
---
Your control over all undead that you summon remains until you die, or it is forcibly taken away from you. Additionally, all undead under your control use your penchant attack modifier, and damage dealt by them are magical.
#### Last Embodiment
*30th-Level Epic Ghoul Feature*
---
You may now use your Embodiment of Undeath feature once per short rest. Additionally, all undead under your control gain immunity to Necrotic and Acid damage.
### The Phantom
#### Jack of Incarnation
*24th-Level Epic Phantom Feature*
---
Your perfect imperfection grants you proficiency in two more skills, an additional damage type choice to your Will Smite, and two additional Will die.
#### True Phantom
*27th-Level Epic Phantom Feature*
---
You ignore resistance while dealing necrotic damage. If the target is under your Mind Wither, you ignore immunity to necrotic damage while dealing damage to them.
#### Last Embodiment
*30th-Level Epic Phantom Feature*
---
You may now use your Transcend Matter feature once per short rest. Additionally, you gain resistance to Necrotic damage.
\columnbreak
### The Warden
#### Additional Fighting Style
*24th-Level Epic Warden Feature*
---
At 24th level, you can choose a second option from the Fighting Style class feature.
#### True Warden
*27th-Level Epic Warden Feature*
---
Your Shade manifests the Aspect of the Warden, granting you an armor made of your Shade. Your hit dice become d10 if they aren't already, and you gain 27 Hit points when you gain this feature. Additionally, when you gain a level in this class after level 27, you gain 1 additional hit point.
---
Additionally, you may use your Gate Keeper's Blade's ability to reduce damage by 3d10 + your Strength or Dexterity modifier from any source of damage.
#### Last Embodiment
*30th-Level Epic Warden Feature*
---
You may now use your Embodiment of Law feature once per short rest. Additionally, you gain resistance to Cold damage.
### The Shadow
#### Nothingness
*24th-Level Epic Shadow Feature*
---
You gain a +5 bonus to your passive Dexterity (Stealth) score, and will always have advantage in stealth checks. When you take the hide action, or are hidden, you can not be perceived, and your movements make no sound.
#### True Shadow
*27th-Level Epic Shadow Feature*
---
Existence is nothing to you. While hidden, your first attack on your turn will always be a surprise attack, and your Stealth Strike now deals an additional 4d8 necrotic damage instead.
#### Last Embodiment
*30th-Level Epic Shadow Feature*
---
You may now use your Embodiment of Nothing feature once per short rest. Additionally, you gain resistance to Necrotic damage.
\pagebreak
Page 4 | Subclass Features
### The Specter
#### Psychic Flames
*24th-Level Epic Specter Feature*
---
For every 2 Shade you spend on your Spiteful Hatred feature, you deal an additional 2 fire damage. Additionally, creatures affected by your Specter Strike and Embodiment of Rage features now take 2d8 psychic damage plus 2d8 fire damage.
#### True Specter
*27th-Level Epic Specter Feature*
---
While you have at least 100 Shade, creatures intimidated by you are frightened, and you ignore immunity to frighten.
#### Last Embodiment
*30th-Level Epic Specter Feature*
---
You may now use your Embodiment of Rage feature once per short rest. Additionally, you gain resistance to Psychic and Fire damage.
### The Wight
#### Additional Fighting Style
*24th-Level Epic Wight Feature*
---
At 24th level, you can choose a second option from the Fighting Style class feature. At 27th level, and again at 30th level, you may choose a third and fourth Fighting Style from any class or subclass.
#### True Wight
*27th-Level Epic Wight Feature*
---
All of your abilities and spells gained from this subclass now have a range and radius of 60 feet, and do not require concentration. Additionally, you may spend 20 Shade to cast the Holy Aura spell.
#### Last Embodiment
*30th-Level Epic Wight Feature*
---
You may now use your Embodiment of Peace feature once per short rest. Additionally, you gain resistance to Radiant damage.
\columnbreak
### The Radiance
#### Natural Inheritance
*24th-Level Epic Radiance Feature*
---
At 24th level, you can choose a second option from the Fighting Style class feature, and embody your divine nature into the earth around you. You learn the _Druidic Warrior_ fighting style, and use charisma as your spellcasting ability instead.
#### True Radiance
*27th-Level Epic Radiance Feature*
---
Your radiance does not diminish easily, allowing you to use Divine Siphon to regain hp from any kind of radiant damage. Your Drain Lifeforce reduces 3d10 instead.
#### Last Embodiment
*30th-Level Epic Radiance Feature*
---
You may now use your Embodiment of Virtue feature once per short rest. Additionally, you gain resistance to Radiant damage.
### The Wraith
#### Natural Inheritance
*24th-Level Epic Wraith Feature*
---
You gain a Trifecta of one 9th-level spell. Additionally, you may use your Arcane Surge to cast a cantrip as a bonus action.
#### True Wraith
*27th-Level Epic Wraith Feature*
---
Your masters over the Wraith overflows, allowing you to replace only one attack in your Attack action with a cantrip.
#### Last Embodiment
*30th-Level Epic Wraith Feature*
---
You may now use your Embodiment of the Otherworldly feature once per short rest. Additionally, you gain resistance to Force damage.
| Level | Spells Known | Cantrips | Invocations | Casting Level |
|:---:|:---:|:---:|:---:|:---:|
| 21st | 12 | 5 | 4 | 5th |
| 22nd | 12 | 5 | 5 | 5th |
| 23rd | 13 | 5 | 5 | 5th |
| 24th | 13 | 5 | 5 | 5th |
| 25th | 14 | 6 | 5 | 5th |
| 26th | 14 | 6 | 6 | 5th |
| 27th | 15 | 6 | 6 | 5th |
| 28th | 15 | 6 | 7 | 5th |
| 29th | 16 | 7 | 7 | 5th |
| 30th | 16 | 7 | 8 | 5th |