Shadow Summoner Unchained | A 2024 Shadow Summoner Overhaul

by Smug Coffee Man

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Unchained Shadow Summoner

Introduction

This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.

References to Other Documentation

The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.

  • AAG: Astral Adventurer's Guide
  • BMT: Book of Many Things
  • DMG14: Dungeon Master's Guide (2014)
  • DMG24: Dungeon Master's Guide 2024
  • EEPC: Elemental Evil Player's Companion
  • EFA: Eberron: Forge of the Artificer
  • EGW: Explorer's Guide to Wildemount
  • ERLW: Eberron: Rising From the Last War
  • FRHoF: Forgotten Realms: Heroes of Faerun
  • FTD: Fizzban's Treasury of Dragons
  • GGR: Guildmaster's Guide to Ravnica
  • IDRotF: Icewind Dale: Rime of the Frostmaiden
  • MCoC: Magniloth's Compendium of Changes
  • MOT: Mythic Odysseys of Theros
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • MM25: Monster Manual 2025
  • MTF: Mordenkainen's Tome of Foes
  • PHB14: Player's Handbook (2014)
  • PHB24: Player's Handbook 2024
  • SCAG: Sword Coast Adventurer's Guide
  • SCC: Strixhaven: A Curriculum of Chaos
  • SCoC: Smug's Compendium of Changes
  • SatO: Sigil and the Outlands
  • TCE: Tasha's Cauldron of Everything
  • TDSCR: Tal'Dorei Campaign Setting Reborn
  • UCR: Unchained Rules
  • VGM: Volo's Guide to Monsters
  • VRGR: Van Richten's Guide to Ravenloft
  • XGE: Xanathar's Guide to Everything
  • XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
  • XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
  • XUA25P: Unearthed Arcana 2024: The Psion
  • XUA25PU: Unearthed Arcana 2025: The Psion Update
  • XUA25SU: Unearthed Arcana 2025: Subclasses Update

How to Use

To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.

Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.

If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.

Unchained 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 Unchained Shadow Summoners, people who have unearthed ancient arts to create and summon powerful creatures to fight at their side. Using special 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

Unchained 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, Unchained 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, Unchained Shadow Summoners can force their foes to play deadly Shadow Games with their souls on the line.

Fate's Chosen Warriors

Unchained Shadow Summoners don't just use their power to fight battles; they are also skilled manipulators of fate itself. A Unchained 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. Unchained 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 Unchained 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 Unchained 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.


Unchained Shadow Summoners tend to get involved in cults, their Shadow Monsters fitting whatever foul creature they worship. However, not all Unchained 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.

Favored Shadow Monster

Unchained 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 Unchained 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

Unchained 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 Unchained 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 Unchained 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 Unchained Shadow Summoner
Level Proficiency Bonus Features Shadow Monsters Spell Cards Trap Cards Cantrips Known Prepared Spells 1st 2nd 3rd 4th 5th
1st +2 Shadow Monsters, Shadow Relic, Spellcasting, Unchained Shadow Summoner Subclass 1 - - 2 2 2 - - - -
2nd +2 Spell Cards, Trap Cards 1 1 2 2 3 2 - - - -
3rd +2 Shadow Ace 1 1 2 2 4 3 - - - -
4th +2 Ability Score Improvement 1 1 2 2 5 3 - - - -
5th +3 Subclass Feature 2 2 4 2 6 4 2 - - -
6th +3 My Body as a Shield 2 2 4 2 7 4 2 - - -
7th +3 Sudden Reversal 2 2 4 2 8 4 3 - - -
8th +3 Ability Score Improvement 2 2 4 2 9 4 3 - - -
9th +4 Mind Crush 2 2 4 2 10 6 3 2 - -
10th +4 Subclass Feature 3 3 6 3 10 4 3 2 - -
11th +4 Awakened Shadow Relic 3 3 6 3 11 4 3 3 - -
12th +4 Ability Score Improvement 3 3 6 3 11 4 3 3 - -
13th +5 - 3 3 6 3 12 4 3 3 1 -
14th +5 Shadowfell Banishment 3 3 6 4 12 4 3 3 1 -
15th +5 Subclass Feature 4 4 8 4 13 4 3 3 2 -
16th +5 Ability Score Improvement 4 4 8 4 13 4 3 3 2 -
17th +6 - 4 4 8 4 14 4 3 3 3 1
18th +6 Special Summon 4 4 8 4 14 4 3 3 3 1
19th +6 Epic Boon 4 4 8 4 15 4 3 3 3 2
20th +6 Heart of the Cards, Ruler of Shadows 5 5 10 4 15 4 3 3 3 2
Multiclassing

Ability Score Minimum: Charisma 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
Skills: One Skill of your choice.
Tools: Playing Cards

Creating a Unchained Shadow Summoner

As you create your Unchained 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 Unchained 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 Unchained Shadow Summoner quickly by following these suggestions. First, make Charisma your highest ability score, followed by Constitution. Second, choose the Acolyte or Noble background.

Class Features

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

Proficiencies

Armor: Light armor, Shields
Weapons: Simple weapons
Tools: Playing Cards
Saving Throws: Intelligence, Charisma
Skills: Choose any three skills.

Equipment

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

  • (a) Studded Leather Armor, a Shield, a Diplomat's Pack, a deck of Playing Cards, a pouch, and 55 GP
  • (b) 150 GP

Shadow Monsters

At 1st level, you can transform one deck of Playing Cards that you have into your Shadow Deck. This is a Deck of 20 Cards, and at Unchained Shadow Summoner Level 1, the top card of this Deck becomes a Shadow Monster. The card's face is replaced with a frame containing a portrait of the Shadow Monster.


Choosing a Shadow Monster. At Unchained Shadow Summoner Level 1 and again at Unchained Shadow Summoner Levels 5, 10, and 15, you create a new Shadow Monster in your Shadow Deck. When you create a Shadow Monster, choose one Statblock from Appendix A on page [page] of this document; it imprints itself on one of the blank cards within your Shadow Deck. You may select the same Shadow Monster multiple times.


Summoning your Shadow Monsters. As a Magic Action, you can summon one of your Shadow Monsters. It appears in an unoccupied space within 15 feet of you of your choice. If there is not enough space to summon the Shadow Monster, it is not summoned and returns to the card harmlessly. You can only have one Shadow Monster summoned at once, and if you summon another then the previously summoned Shadow Monster vanishes. Once summoned, a Shadow Monster can be dismissed at will (no action required), and is dimissed if it is reduced to 0 HP or gains the Unconscious Condition. Once a Shadow Monster is dismissed, it cannot be summoned again until you finish a Short or Long Rest.


Shadow Monsters in Combat. In combat, your Shadow Monster acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, a Shadow Monster acts on its own and isn’t limited to the Dodge action.


Changing Your Shadow Monsters. When you gain a Level in the Unchained Shadow Summoner Class, you can swap one Shadow Monster in your Shadow Deck for a different one.

Shadow Relic

At 1st level, you gain access to a powerful golden relic called a Shadow Relic. These are items imbued with the power of the Shadowfell. Choose one from the list below. It improves at Unchained Shadow Summoner Level 14. You cannot change your choice later.

Shadow Eye

You gain Proficiency and Expertise in the Insight Skill. You can take the Search Action as a Bonus Action. You always have the Level 1 Spell Silent Image prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Silent Image with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Key

You gain Proficiency and Expertise with Thieves' Tools. You know the Mind Sliver Cantrip, it counts as a Unchained Shadow Summoner Spell for you, and it does not count against your Unchained Shadow Summoner Cantrips Known. You always have the Level 1 Spell Charm Person prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Charm Person with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Necklace

You gain Proficiency and Expertise in the History Skill. You have Advantage on Saving Throws made against the Charmed Condition. You always have the Level 1 Spell Silvery Barbs (SCoC) prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Silvery Barbs (SCoC) with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Puzzle

You gain Proficiency and Expertise in the Intimidation Skill. You know the Vicious Mockery Cantrip, and it does not count against your Unchained Shadow Summoner Cantrips Known. You always have the Level 1 Spell Bless prepared, it counts as a Unchained Shadow Summoner Spell for you, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Bless with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Ring

You gain Proficiency and Expertise in the Perception Skill. You always have the Level 1 Spell Detect Magic prepared, it counts as a Unchained Shadow Summoner Spell for you, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it at will without expending a Spell Slot.

Shadow Rod

You gain Proficiency and Expertise in the Persuasion Skill. You know the Friends Cantrip, and it does not count against your Unchained Shadow Summoner Cantrips Known. You always have the Level 1 Spell Charm Person prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Charm Person with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Scales

You gain proficiency and Expertise in the Religion Skill. You know the Toll the Dead Cantrip, it counts as a Unchained Shadow Summoner Spell for you, and it does not count against your Unchained Shadow Summoner Cantrips Known. You always have the Level 1 Spell Detect Evil and Good prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Detect Evil and Good with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Spellcasting

At 1st level, your ties to the Shadowfell have given you magical power. See the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Unchained Shadow Summoner Spells, which appear in the Unchained Shadow Summoner spell list found on page [SPAGE] of this document.


Cantrips. You know two Unchained Shadow Summoner cantrips of your choice. Mind Sliver and Thaumaturgy are recommended.


Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Unchained Shadow Summoner cantrip of your choice.


When you reach Unchained Shadow Summoner levels 10 and 14, you learn another Unchained Shadow Summoner cantrip of your choice, as shown in the Cantrips column of the Unchained Shadow Summoner Features table.


Spell Slots. The Unchained Shadow Summoner Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.


Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Unchained Shadow Summoner Spells. Bane and Healing Word are recommended.


The number of spells on your list increases as you gain Unchained Shadow Summoner levels, as shown in the Prepared Spells column of the Unchained Shadow Summoner Features table. Whenever that number increases, choose additional Unchained Shadow Summoner Spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 5 Unchained Shadow Summoner, your list of prepared spells can include six Unchained Shadow Summoner Spells of levels 1 and 2 in any combination.


If another Unchained Shadow Summoner feature gives you spells that you always have prepared, those don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Unchained Shadow Summoner Spells for you.


Ritual Casting. You can cast a Unchained Shadow Summoner spell as a ritual if that spell has the ritual tag if you have the spell prepared.


Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Unchained Shadow Summoner Spells for which you have spell slots.


Spellcasting Ability. Charisma is your spellcasting ability for your Unchained Shadow Summoner Spells.


Spellcasting Focus. You can use an Arcane Focus or your Shadow Deck as a Spellcasting Focus for your Unchained Shadow Summoner spells.

Unchained Shadow Summoner Subclass

At 1st Level, you gain a Unchained Shadow Summoner subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Shadow Summoner levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Shadow Summoner level or lower.

Spell Cards

At 2nd level, you gain a single Spell Card. This is the power of a Spell infused into a Card in your Shadow Deck. When you gain this Feature, choose one Spell from the Unchained Shadow Summoner list that meets the following requirements.

  • The Spell is of a Level you have slots for.
  • The Spell is a Unchained Shadow Summoner Spell.
  • The Spell has a Casting time of 1 Action.
  • The Spell does not have the Ritual tag.
  • The Spell does not require Concentration.
  • The Spell has a Duration of Instantaneous or 1 Round.
  • The Spell does not have a Material Component that is consumed upon casting or a Material Component with a Cost.


The Spell can be used by any creature holding the card, using your Spell Save DC or Spell Attack Modifier for the casting of the Spell. Once used, that Spell Card cannot be used again until you finish a Long Rest. You can change which Spells are imbued in any Spell Cards you have when you finish a Long Rest.


You gain an additional Spell Card at Unchained Shadow Summoner Levels 5, 10, 15, and 20.

Trap Cards

At 2nd level, you gain access to two Trap Cards. When you gain this Feature, choose two Effects from the list in Appendex A on page [page] of this document. You gain these Effects as cards in your Shadow Deck. Once a Trap Card has been used, you cannot use it again until you finish a Short or Long Rest. All Trap Cards are used as a Reaction.


You gain two more Trap Cards and choose two more effects at Unchained Shadow Summoner Levels 5, 10, 15, and 20. You cannot choose the same option twice.


When you gain a Level in the Unchained Shadow Summoner Class, you can exchange one Trap Card for a different Option.

Shadow Ace

At 3rd level, your Shadow Monster evolves into an Ace. It gains the following benefits.

  • It gains a +1 to its AC. This increases to +2 at Unchained Shadow Summoner Level 10.
  • It gains 3 additional Hit points, and an additional Hit Point every time you gain a Unchained Shadow Summoner Level.
  • It gains a +1 to its Attack and Damage Rolls. This increases to +2 at Unchained Shadow Summoner Level 10 and +3 at Unchained Shadow Summoner Level 20.
  • If your Ace would be reduced to 0 HP, you can choose for it to be reduced to 1 HP instead. Once you do so, you cannot do so again until you finish a Long Rest.
  • Your Ace can be treated like a Familiar as per the Find Familiar (MCoC) Spell when not in combat. When not in combat, your Ace can be Medium or Small in size (your choice) and returns to its normal Size when Initiative is rolled.

Ability Score Improvement

When you reach Unchained Shadow Summoner Level 4, and again at Unchained Shadow Summoner Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.

My Body as a Shield

At 6th level, when one of your shadow monsters is reduced to 0 hit points, you gain temporary hit points equal to two times your Unchained Shadow Summoner Level.

Sudden Reversal

At 7th level, when a creature within 15 feet of you other than one of your Shadow Monsters 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 Charisma Modifier (minimum once), and regain all expended uses when you finish a Long Rest.

Mind Crush

At 9th level, when you or your Shadow Monster reduces a creature to 0 HP, you can use a Reaction to force all other creatures of your choice within a 15-foot Emanation of the creature that was reduced to 0 HP to make a Wisdom Saving Throw against your Spell Save DC. On a failure, a creature gains the Frightened Effect with you as the source of its fear for 1 minute.


You must finish a Long Rest to use this feature again. You can also expend a Level 3+ Spell Slot (no action required) to regain a single use of this feature if you have no uses remaining.


At Unchained Shadow Summoner Level 17, the Emanation of this feature becomes 30 feet, and any creature Frightened of you has Disadvntage on Saving Throws against Unchained Shadow Summoner Spells you cast on them.

Awakened Shadow Relic

At 11th level, your Shadow Relic improves.

Shadow Eye

You always have the Level 2 Spell Detect Thoughts prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Detect Thoughts with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Key

You always have the Level 2 Spell Suggestion prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Suggestion with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Necklace

You always have the Level 2 Spell Augury prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Augury with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Puzzle

You always have the Level 2 Spell Borrowed Knowledge (SCC) prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Borrowed Knowledge (SCC) with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Ring

You always have the Level 2 Spell Locate Object prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, it counts as a Unchained Shadow Summoner Spell for you, and you can cast it without expending a Spell Slot. You can cast Locate Object with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Rod

You always have the Level 2 Spell Crown of Madness prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, and you can cast it without expending a Spell Slot. You can cast Crown of Madness with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadow Scales

You always have the Level 2 Spell Zone of Truth prepared, it does not count against the number of Unchained Shadow Summoner Spells you have prepared, it counts as a Unchained Shadow Summoner Spell for you, and you can cast it without expending a Spell Slot. You can cast Zone of Truth with this feature once, and regain the ability to do so after you finish a Short or Long Rest.

Shadowfell Banishment

At 14th level, you always have the Level 4 Spell Banishment prepared, and it doesn't count against the number of Spells you have prepared. When you cast this Spell as a Unchained Shadow Summoner Spell, you can send the target to the Shadowfell.

Special Summon

At 18th level, you can now have two Shadow Monsters summoned at the same time, one of which must be your Ace. You can either use a Bonus Action to command one of them, or a Magic Action to command both at once.

Epic Boon

At 19th Level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fate is recommended.

Ruler of Shadows

At 20th level, you have mastered the power of your Shadow Deck. Your Charisma score increases by 4, to a maximum of 26.

Shuffle Deck

At 20th level, your Spell and Trap Cards regain all uses when you finish a Short or Long Rest.

Bluff Strategy

Unchained Shadow Summoners who use the Bluff Strategy focus on obscuring their actions with mind games and magic to alter the perception of their foes. They are often deceptive and masters of misdirection.

Bluff Spells

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

Unchained Shadow Summoner Level Spells
1st Disguise Self, Silvery Barbs (SCoC)
5th Alter Self, Mirror Image
9th Enemies Abound (XUA25PU), Fear
13th Charm Monster, Phantasmal Killer
17th Modify Memory, Seeming

Pefect Mask

At 1st level, you gain Proficiency in the Deception Skill and with Forgery Kits. If you are already proficient in the Deception Skill, you gain Proficiency in another Skill of your choice. If you are already Proficient with Forgery Kits, you gain Proficiency with another Tool of your choice.

Empty Taunt

At 1st level, when your Shadow Monster is the target of an Attack, you can use a Reaction to force the attacker to make an Insight Skill Check against your own Deception Skill Check. If you succeed, the attacker must choose a different target to attack. If they cannot, they gain the Frightened Condition with you as the source of their fear until the start of your next turn.


You can use this feature a number of times equal to your Charisma Modifier (minimum once), and regain all expended uses when you finish a Long Rest.

Bottomless Trap Hole

At 5th level, if a creature succeeds on a Saving Throw against a Trap Card you use, you can force that creature to re-roll its Saving Throw with Disavantage (no action required) and it must use the new result.


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

Perfect Deception

At 10th level, you treat a roll of 9 or lower on the d20 when you make a Charisma (Deception) Skill Check or a Skill Check using a Forgery Kit as a 10 instead.

Ultimate Deception

At 15th level, you can cast Alter Self without expending a Spell Slot so long as you target yourself. When you cast it in this way, it lasts until its effects are dispelled, you cast Alter Self with this feature again, or you choose to end its effects (no action required).

Negate Attack

At 15th level, when you or your Shadow Monster would be hit with an Attack, you can use a Reaction to force the attack to miss.


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

Control Strategy

Unchained Shadow Summoners who use the Control Strategy focus on hindering their foes and taking advantage of that to win out over their enemies. They use their magic to force their foes into an unfavorable position so their Shadow Monster can deliver the killing blow.

Control Spells

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

Unchained Shadow Summoner Level Spells
1st Earth Tremor (XGE), Grease
5th Earthbind (XGE), Web
9th Counterspell (MCoC), Plant Growth
13th Evard's Black Tentacles, Grasping Vine
17th Maelstrom (XGE), Wall of Force (MCoC)

Distracting Magnetism

At 1st level, you can use a Magic Action to force all creatures within a 10-foot Emanation of your Shadow Monster to make a Wisdom Saving Throw a gainst your Spell Save DC. On a failure, a creature must use its next turn to move as close to that Shadow Monster as possible and make an Attack against it.


You can use this feature a number of times equal to your Charisma Modifier (minimum once), and regain all expended uses when you finish a Long rest.

Magical Hats

At 5th level, when a creature within 30 feet of your Shadow Monster other than yourself or a Shadow Monster is the target of an Attack, you canuse a Reaction to force the attacker to roll 1d4. On a 4, the attack targets the initial creature as normal. On a 3, the attack targets your Shadow Monster instead if possible. On a 1-2, the attack misses and the action is wasted.


You must finish a Short or Long Rest to use this Feature again.

Burning Land

At 10th level, your Shadow Monsters gain a new action.


Torch Terrain. When a Shadow Monster takes this Action, it transforms all of the ground in a 30-foot emanation around it into Difficult Terrain. This lasts for 1 Round.


Your Shadow Monster can take this Action a number of times equal to your Charisma Modifier (minimum once), and regains all expended uses when you finish a Long Rest.

One Day of Peace

At 15th level, you can use this feature. If you do, then you, your Shadow Monster, and any creatures of your choice within a 15-Foot Emanation of your Shadow Monster cannot make Attacks or force creatures to make saving throws until the end of your next turn. If one of your companions attacks an affected creature, or a creature attacks you or your Shadow Monster, the effects end early.


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

Overwhelm Strategy

Unchained Shadow Summoners who adhere to the Overwhelm Strategy focus on raw power. They seek to destroy their foes in battle long before those enemies can even consider retaliating and will use more offensive spells to crush their foes into dust.

Overwhelm Spells

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

Unchained Shadow Summoner Level Spells
1st Darkness Wave (MCoC), Shining Wave (MCoC)
5th Shadowy Surge (SCoC), Shining Ray (MCoC)
9th Fireball (MCoC), Pulse Wave (EGW)
13th Gravity Sinkhole (EGW), Wall of Fire
17th Destructive Wave, Jallarzi's Storm of Radiance

Mighty Monsters

At 1st level, your Shadow Monsters re-roll any 1s they roll on their Damage Dice once and must use the new results.

Dark Magic Attack

At 1st level, you can cast any of your Overwhelm Spells through your Shadow Monster.

Twin Burst

At 5th level, your Shadow Monsters can attack twice instead of once when they take the Attack Action.

Burst Stream of Destruction

At 10th level, your Shadow Monsters gain a new Attack depending on if they are Melee or Ranged. They may make this Attack Once per Round.


Melee. All creatures of your choice within a 30-foot Emanation of the Shadow Monster must make a Dexterity Saving Throw against your Spell Save DC or take 3d8 Radiant or Necrotic Damage (your choice, when you deal this damage), taking half as much damage on a successful save.


Ranged. All creatures of your choice within a 60-foot Cone beginning adjacent to the Shadow Monster must make a Dexterity Saving Throw against your Spell Save DC or take 4d6 Radiant or Necrotic Damage (your choice, when you deal this damage), taking half as much damage on a successful save.

Obliterate

At 15th level, when your Ace is summoned, you can target one creature within 60 feet of you that you can see. It must make a Constitution Saving Throw against your Spell Save DC. It makes this Save with Disadvantage if it has the Bloodied Condition. It takes 10d6 Force Damage on a failed save or half as much on a successful one. If the creature has 100 or fewer hit points remaining and fails its Saving Throw, it instead is instantly reduced to 0 HP.


You must finish a Long Rest to use this Feature again. Alternatively, you can expend a Level 5 Spell Slot (no action required) to regain a single use of this feature if you have none remaining.

Support Strategy

Unchained Shadow Summoners who use the Support Strategy focus on keeping their allies alive. Their Shadow Monsters might actually take on appearances resembling Celestials or simiarly divine creatures, and can channel the Unchained Shadow Summoner's healing abilities.

Support Spells

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

Unchained Shadow Summoner Level Spells
1st Cure Wounds, Healing Word
5th Gentle Repose, Lesser Restoration
9th Mass Healing Word, Remove Curse
13th Aura of Life, Aura of Purity
17th Greater Restoration, Mass Cure Wounds

Healing Touch

At 1st level, any Spell you cast that has a range of Touch that restores Hit Points, your Shadow Monster can deliver the touch. It must be within 100 feet of you and use a Reaction to do so.

Cure Master

At 5th level, when you remove a Condition from a creature other than yourself of your Shadow Monster with Lesser Restoration or Greater Restoration, that creature also regains Hit Points equal to your Charisma Modifier (minimum 1).

Lifegiver

At 10th level, when you cast a spell that restores Hit Points through your Shadow Monster, you re-roll any 1s you roll once and must use the new results.

Shared Aura

At 15th Level, when you cast the Aura of Life or Aura of Purity Spells as Unchained Shadow Summoner Spells, you can choose your Shadow Monster as the source of their emenation. If your Shadow Monster takes damage, you must make a Concentration Save as if you had taken the damage yourself.

Appendix A: Shadow Monster Stat Blocks

Humanoid


Shadow Knight

Medium Humanoid


  • Armor Class 13 + Your Charisma Modifier
  • Hit Points 6 + 6 times your Unchained Shadow Summoner Level (the Monster has a number of Hit Dice [d10s] equal to your Unchained Shadow Summoner Level)
  • Speed 40 ft.
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 4 (-3) 10 (0) 6 (-2)

  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 10
  • Languages understands the languages you know.

Protection. When a creature within 5 feet of the Monster would take damage from an Attack, the Monster can use a Reaction to reduce that damage by 1d10 plus your Charisma Modifier. If it reduces this damage to 0, the Monster gains a +1 to its Attack Roll if the next attack it makes is against the creature that dealt the damage.

Actions

Sword Slash. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Charisma modifier Slashing damage, ignores Resistance and treats Immunity as Resistance.


Shadow Archer

Medium Humanoid


  • Armor Class 11 + Your Charisma Modifier
  • Hit Points 5 + 5 times your Unchained Shadow Summoner Level (the Monster has a number of Hit Dice [d8s] equal to your Unchained Shadow Summoner Level)
  • Speed 30 ft.
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Condition Immunities charmed, exhaustion, poisoned
  • Senses Darkvision 60 feet, passive Perception 11
  • Languages understands the languages you know.

Distracting Strike. Once per Round, when the Monster deals damage to a target with its Bow Shot, the target suffers Disadvantage on its next Attack Roll.

Actions

Bow Shot. Ranged Attack Roll: Bonus equals your spell attack modifier, range 90/270 ft. Hit: 1d6 + 2 plus your Charisma modifier Piercing damage, ignores Resistance and treats Immunity as Resistance.

Beast


Shadow Hound

Medium Beast


  • Armor Class 13 + Your Charisma Modifier
  • Hit Points 6 + 6 times your Unchained Shadow Summoner Level (the Monster has a number of Hit Dice [d10s] equal to your Unchained Shadow Summoner Level)
  • Speed 40 ft.
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 4 (-3) 10 (0) 6 (-2)

  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 10
  • Languages understands the languages you know.

Drag Down. When the Monster hits with its Bite Attack, the target is Grappled (DC equal to your Spell Save DC Athletics Check to escape)

Actions

Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Charisma modifier Piercing damage, ignores Resistance and treats Immunity as Resistance.


Shadow Hawk

Medium Beast


  • Armor Class 11 + Your Charisma Modifier
  • Hit Points 5 + 5 times your Unchained Shadow Summoner Level (the Monster has a number of Hit Dice [d8s] equal to your Unchained Shadow Summoner Level)
  • Speed 10 ft., Flying 30 ft. (hover)
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Condition Immunities charmed, exhaustion, poisoned
  • Senses Darkvision 60 feet, passive Perception 11
  • Languages understands the languages you know.

Actions

Echo Cry. Ranged Attack Roll: Bonus equals your spell attack modifier, range 90/270 ft. Hit: 1d6 + 2 plus your Charisma modifier Thunder damage.

Construct


Shadow Gear

Medium Construct


  • Armor Class 13 + Your Charisma Modifier
  • Hit Points 6 + 6 times your Unchained Shadow Summoner Level (the Monster has a number of Hit Dice [d10s] equal to your Unchained Shadow Summoner Level)
  • Speed 40 ft.
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 4 (-3) 10 (0) 6 (-2)

  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 10
  • Languages understands the languages you know.

Drag Down. When the Monster hits with its Bite Attack, the target is Grappled (DC equal to your Spell Save DC Athletics Check to escape)

Actions

Crush. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d8 + 2 plus your Charisma modifier Bludgeoning Damage, Target must succeeed on a Dexterity Saving Throw against your Spell Save DC or be knocked Prone.


Shadow Monodrone

Medium Construct


  • Armor Class 11 + Your Charisma Modifier
  • Hit Points 5 + 5 times your Unchained Shadow Summoner Level (the Monster has a number of Hit Dice [d8s] equal to your Unchained Shadow Summoner Level)
  • Speed 10 ft., Flying 30 ft. (hover)
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Condition Immunities charmed, exhaustion, poisoned
  • Senses Darkvision 60 feet, passive Perception 11
  • Languages understands the languages you know.

Actions

Sparking Shot. Saving Throw: Save DC equals your Spell Save DC, range 90 ft. Hit: 3d6 plus your Charisma modifier Lightning damage, half damage on a success.

Dragon


Shadow Drake

Medium Dragon


  • Armor Class 13 + Your Charisma Modifier
  • Hit Points 6 + 6 times your Unchained Shadow Summoner Level (the Monster has a number of Hit Dice [d10s] equal to your Unchained Shadow Summoner Level)
  • Speed 30 ft., Swim 30 ft.
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 4 (-3) 10 (0) 6 (-2)

  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 10
  • Languages understands the languages you know.

Actions

Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d8 + 2 plus your Charisma modifier Acid, Cold, Fire, or Lightning damage (you choose when the Monster deals damage).


Shadow Wyvern

Medium Dragon


  • Armor Class 11 + Your Charisma Modifier
  • Hit Points 5 + 5 times your Unchained Shadow Summoner Level (the Monster has a number of Hit Dice [d8s] equal to your Unchained Shadow Summoner Level)
  • Speed 10 ft., Flying 40 ft. (hover)
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Condition Immunities charmed, exhaustion, poisoned
  • Senses Darkvision 60 feet, passive Perception 11
  • Languages understands the languages you know.

Actions

Elemental Blast. Saving Throw: Save DC equals your Spell Save DC, range 60 ft. Cone Hit: 2d6 plus your Charisma modifier Acid, Cold, Fire, or Lightning damage (you choose when the Monster deals damage).

Monstrosity


Shadow Chimera

Medium Monstrosity


  • Armor Class 13 + Your Charisma Modifier
  • Hit Points 6 + 6 times your Unchained Shadow Summoner Level (the Monster has a number of Hit Dice [d10s] equal to your Unchained Shadow Summoner Level)
  • Speed 40 ft.
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 16 (+3) 4 (-3) 10 (0) 6 (-2)

  • Condition Immunities charmed, exhaustion, poisoned
  • Senses passive Perception 10
  • Languages understands the languages you know.

Twin Strike. When the Monster hits with its Claw Attack, it makes a second Claw Attack against the same target, but only adds +2 to its Damage (it does not add your Charisma Modifier to the Damage of the second Attack).

Actions

Claw. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Charisma modifier Slashing Damage.


Shadow Griffon

Medium Monstrosity


  • Armor Class 11 + Your Charisma Modifier
  • Hit Points 5 + 5 times your Unchained Shadow Summoner Level (the Monster has a number of Hit Dice [d8s] equal to your Unchained Shadow Summoner Level)
  • Speed 10 ft., Flying 30 ft. (hover)
  • Proficiency Bonus Equal to your Proficiency Bonus

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Condition Immunities charmed, exhaustion, poisoned
  • Senses Darkvision 60 feet, passive Perception 11
  • Languages understands the languages you know.

Actions

Wingbeat. Ranged Attack Roll: Bonus equals your spell attack modifier, range 60/180 ft. Hit: 1d6 + 2 plus your Charisma modifier Thunder damage, on a hit the target is pushed away from the Monster 5 feet.

Shadow Monster Improvements

Note, all Improvements are earned at Unchained Shadow Summoner Levels, not Character Levels.

Level 5

  • Size can be up to Large.
  • Damage increases by 1d8 (Melee) or 1d6 (Ranged)

Level 10

  • Size can be up to Huge.
  • Range increased by 30/60 (Ranged)
  • Reach increases by 5 feet (Melee)

Level 15

  • Damage increases by 1d8 (Melee) or 1d6 (Ranged)
  • Movement of all types increases by 10 feet.
  • AC increases by +1.

Appendix B: Trap Cards

Dark Bribe

Trigger: A creature within 30 feet of you casts a Spell of a level you have slots for.
Effect: The Spell fails, but the Caster recovers Hit Points equal to one roll of its Hit Die plus its Constitution Modifier (minimum +1).

Dark Retribution

Trigger: A creature within 30 feet of you is the target of an Attack.
Effect: The Attacker takes 1d8 plus your Charisma Modifier in Necrotic Damage. This increases at Unchained Shadow Summoner Levels 5 (2d8), 10 (3d8), and 15 (4d8).

Magical Cylinder

Trigger: You or your Shadow Monster would take Damage from an Attack.
Effect: The Attacker rolls damage, then takes half of the damage the original target would have taken (rounded down, minimum 1) of the Damage Type(s) the attack would have dealt.

Mirror Force

Trigger: You are forced to make a Saving Throw against a Spell that deals Damage.
Effect: The creature that forced you to make the Saving Throw takes half of the damage you do (rounded up).

Mirror Wall

Trigger: A craeature declares an attack against you or your Shadow Monster.
Effect: The target of the Attack gains a bonus to its AC against the triggering attack equal to your Charisma Modifier (minimum +1).

Mystical Refpanel

Trigger: You are forced to make a Saving Throw against a Spell that applies a Condition.
Effect: The creature that forced you to make the Saving Throw is affected by the Condition instead of you, until the end of its next turn or the duration of the Spell, whichever is shorter.

Negate Attack

Trigger: Your Shadow Monster would be reduced to 0 HP by an Attack.
Effect: The creature must either choos a new valid target for the attack, or the attack automatically misses.

Ring of Destruction

Trigger: Your Shadow Monster is reduced to 0 HP.
Effect: The creature that dealt the damage that would reduce your Shadow Monster to 0 HP takes 1d8 plus half of your Unchained Shadow Summoner Level in Fire Damage.

Skill Drain

Trigger: A creature within 30 feet of you tries to use an Action that is not an Attack or a Class or Subclass Feature.
Effect: The creature that triggered this Trap Card cannot benefit from the feature that triggered this Trap Card until the end of your next Turn.

Skull Invitation

Trigger: You or your Shadow Monster reduce a creature within 30 feet of you to 0 Hit Points.
Effect: Choose one Creature within 15 feet of the creature that was reduced to 0 Hit Points to trigger this Trap Card. It must make a Constitution Saving Throw against your Spell Save DC or take 1d6 Necrotic Damage. The Damage of this Trap Card increases at Unchained Shadow Summoner Levels 5 (2d6), 10 (3d6), and 15 (4d6).

Solemn Judgement

Trigger: A creature within 30 feet of you tries to cast a Spell for which you have Slots.
Effect: The creature that triggered this Trap Card must make a Charisma Saving Throw against your Spell Save DC. On a failure, the Spell is not cast and the Action is wasted, though they do not expend the Spell Slot used to cast the Spell.

Spellbinding Circle

Trigger: A creature within 30 feet of you declares movement.
Effect: The creature that triggered this Trap Card has its Speed reduced to 0 until the start of your next Turn. If it is using a Fly Speed, it hovers in place, held there by the magical power of this Trap Card.

Threatening Roar

Trigger: A creature moves within 10 feet of you
Effect: The creature that triggered this Trap Card must make a Wisdom Saving Throw against your Spell Save DC. On a failure, the creature gains the Frightened Condition with you as the source of its fear and must use its remaining movement, if any, to move as far away from you as possible in the safest way possible.

Trap Hole

Trigger: A creature moves within 10 feet of you.
Effect: The creature that triggered this Trap Card gains the Prone Condition and its Speed is reduced to 0 until the start of your next Turn.

Zero Force

Trigger: Your Shadow Monster is reduced to 0 HP.
Effect: All damage you and any allied creatures take is reduced to 0 until the start of your next turn, but all damage they deal is also reduced to 0 until the start of your next turn. A creature can choose to be exempt from this Effect (no action required), but if it does then it can take damage as normal.

Appendix C: Unchained Shadow Summoner Spell List


Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.

Cantrips (Level 0 Unchained Shadow Summoner Spells)

Blade Ward (MCoC)
Dancing Lights
Elementalism
Encode Thoughts (GGR)
Friends
Guidance
Light
Mage Hand
Mending
Message
Mind Sliver
Minor Illusion
Prestidigitation
Resistance
Thaumaturgy
Vicious Mockery

Level 1 Unchained Shadow Summoner Spells

Absorb Elements (XGE)
Armor of Agathys
Bane
Bless
Cause Fear (XGE)
Charm Person
Command
Compelled Duel
Comprehend Languages
Detect Magic
Disguise Self
Dissonant Whispers
Feather Fall
Find Familiar (MCoC)
Gift of Alacrity (MCoC)
Guiding Bolt
Healing Word
Hellish Rebuke
Heroism
Identify
Protection from Evil and Good
Sanctuary
Shield of Faith
Silent Image
Silvery Barbs (SCoC)
Tasha's Hideous Laughter
Unseen Servant (MCoC)

Level 2 Unchained Shadow Summoner Spells

Aid
Air Bubble (AAG)
Alter Self
Arcane Lock
Augury
Blindness/Deafness
Borrowed Knowledge (SCC)
Calm Emotions
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Deryan's Helpful Homunculi (FRHoF)
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Enthrall
Find Traps
Fortune's Favor (EGW)
Immovable Object (EGW)
Locate Object
Mind Spike
Nystul's Magic Aura
Phantasmal Force
Pyrotechnics (XGE)
See Invisibility
Shatter
Silence
Skywrite (XGE)
Spray of Cards (BMT)
Suggestion (SCoC)
Tasha's Mind Whip (XUA25PU)
Warding Bond
Wristpocket (EGW)
Zone of Truth

Level 3 Unchained Shadow Summoner Spells

Antagonize (BMT)
Bestow Curse
Bleeding Darkness (XUA25PU)
Call Lightning
Clairvoyance
Conjure Animals
Conjure Constructs (FRHoF)
Counterspell (MCoC)
Daylight
Enemies Abound (XUA25PU)
Fear
Glyph of Warding (SCoC)
Hypnotic Pattern
Intellect Fortress (XUA25PU)
Life Transference (XGE)
Magic Circle
Major Image
Remove Curse
Revivify
Sending
Slow
Speak with Dead
Summon Astral Entity (XUA25PU)
Summon Fey
Summon Undead
Telekinetic Crush (XUA25PU)
Tiny Servant (XGE)
Tongues
Wall of Sand (XGE)
Water Walk

Level 4 Unchained Shadow Summoner Spells

Arcane Eye
Backlash (FRHoF)
Banishment
Blight
Charm Monster
Compulsion
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Dimension Door
Divination
Dominate Beast
Fabricate
Gate Seal (SatO)
Hallucinatory Terrain
Leomund's Secret Chest
Life Inversion Field (XUA25PU)
Locate Creature
Modrenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Panthasmal Killer
Raulothim's Psychic Lance (XUA25PU)
Summon Aberration
Summon Construct
Summon Elemental
Wall of Fire

Level 5 Unchained Shadow Summoner Spells

Awaken
Bigby's Hand
Circle of Power
Commune
Conjure Elemental
Contact Other Plane
Create Spelljamming Helm (AAG)
Creation
Dispel Evil and Good
Dominate Person
Dream
Geas
Hallow
Legend Lore
Modify Memory
Passwall
Planar Binding
Rary's Telepathic Bond
Reincarnate
Scrying
Seeming
Skill Empowerment (XGE)
Summon Celestial
Summon Dragon
Synaptic Static
Telekinesis
Teleportation Circle
Wall of Force (MCoC)
Wall of Stone
Yolande's Regal Presence

Credits

Art (In Order)

uuu ygo (Dead Source)

Other

Changes: Me, SmugCoffeeMan

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

1.0

  • Created the document.

1.1

  • Added some spells from FRHoF.