Kryx RPGThemesMonsters

Shadow

Shadows stalk quietly in the darkness, just at the edge of light.

Maneuvers from the Shadow theme focus on the art of stealth, ambush, silencing and blinding.

Spells from the Shadow theme allow you to suppress sources of light, pin a creature’s shadow, unleash the shadows’ hunger, create zones of magical darkness, blend into the darkness, teleport between shadows, conjure dark tendrils, create shadowy servants, blind or deafen creatures, create objects from shadows, haunt creatures with dread powers, and assume a form of shadows.

Power Sources

Occult

Table of Contents

Shadow feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to cold and necrotic damage.

Prerequisites: Dexterity of 1 or higher

You are expert at slinking through shadows and your quick ranged attacks make you difficult to locate. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
Prerequisites: You have been bitten by a vampire and have drank a vampire’s blood

You no longer need to breathe and do not age. While you can eat common food, you do not need it to survive. You need only to drink blood from a living host at least once a week in order to survive. If a Vampire goes without blood for a week they will slip into a kind of hibernation from which they cannot awake unless given fresh blood. Blood from the dead will not suffice as it is indigestible and repulsive.

You are at your deadliest when you get the drop on your enemies. You have advantage on initiative checks and you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You gain darkvision out to a range of 18 meters. If you already have darkvision, its range increases by 18 meters.

Prerequisites: The ability to cast at least one spell

Once on each of your turns when you damage a creature with a cantrip, you can push that creature 3 meters away from you or pull it 3 meters closer to you.

You can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you have disadvantage on their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your level.

You can use this ability once on each of your turns.

Prerequisites: Vampiric Nature feat

When you aren’t in sunlight or running water, you can use your action to transform in to a Tiny bat or back into your true form. While in bat form, you can’t speak, your walking speed is 1.5 meters, and you have a flying speed of 9 meters. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.

Prerequisites: The ability to cast at least one spell

You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Prerequisites: Vampiric feat

The vampiric blood coursing through your veins manifests. You gain the following benefits:

  • You know the blood drain spell
  • You don’t cast a shadow or a reflection.
  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • If you have at least 1 health at the start of each of your turns, you are not in sunlight or running water, and you have not taken radiant damage or damage from holy water since the end of your last turn, you gain temporary health equal to your Constitution.
Prerequisites: Proficient with the Stealth skill

You can take the Hide action as a bonus action on your turn.

Prerequisites: Vampiric Nature feat

When you drop to 0 health outside your resting place, you transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you aren’t in sunlight or running water. If you can’t transform, you are destroyed.

While in mist form, you have health equal to half your normal form’s health, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 6 meters, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can’t pass through water. You have advantage on Reflex and Fortitude saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.

While in mist form, you can’t revert to your true form, and you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your true form. You are then paralyzed until you regain at least 1 health. After spending 1 hour in your resting place with 0 health, you regains 1 health.

Prerequisites: Vampiric Nature feat

You gain the ability to sprout a pair of black leathery from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Shadow concoctions

4 hours/catalyst

As an action, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in the dark. For the duration, the creature has darkvision out to a range of 18 meters. If it already has darkvision, its range increases by 18 meters.

4 hours/catalyst

As an action, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to suppress the effects of the Sunlight Sensitivity species trait for the duration.

Shadow maneuvers

As a bonus action, you can take the Stealth action without expending your action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage roll if you have advantage on the attack roll, or if the target is within 1.5 meters of another enemy of the target that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 stamina die so your first Stealth check before the end of your next turn is made with advantage.

  • You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack, you can render it unable to speak. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll, and it can’t speak for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you take when you make an Stealth check, you move with precision and stealth. You have a +2 bonus on the triggering Stealth ability check.

You can use this maneuver before or after the ability check is made, but before any effects of the check are applied.

Enhance

You can expend 1 additional stamina die to instead have advantage on the Stealth ability check

As a reaction, which you take when an enemy within 9 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

1 minute/stamina die

As a bonus action when you hit a creature with a weapon attack, you can blind the target by striking a sensitive area. The target must make a Fortitude saving throw.

On a failed save, add one of the stamina dice to the attack’s damage roll and the target is blinded for the duration. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

Shadow spells

1 hour

As an action, you can manipulate the shadow of a creature that you can touch or see within 35 meters. You can cause the shadow to act out simple actions independent of its owner, move it up to 9 meters away from its owner, or alter its shape to be one size larger or smaller than its own.

You can manipulate only one shadow at a time. If the source of the shadow moves, the shadow mirrors its movements, but remains under your control while within 35 meters of you.

When you cast this spell, or as an action on a later turn, you can cause the shadow to turn violent if the creature is within 18 meters of you. Choose one of the following options.

Hungering Shadow. You instill the shadow with a maddening hunger for its owner’s life. Make a melee spell attack against the target.

On a hit, the target takes 1d6 necrotic damage. The target gains no benefit from cover for this attack.

Shadow Anchor. You pin the shadow of the creature to its current location. The creature must succeed on a Reflex saving throw or take 1d6 piercing damage and become grappled as if its shadow were anchored to the terrain until the end of your next turn.

To break out, the grappled target can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target escapes and is no longer grappled by its shadow.

After causing the shadow to turn violent the spell ends.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

1 hour

As an action, you can decrease the amount of light emitted from objects in a 1.5-meters radius sphere within 9 meters. You can decrease the light level by one step (from bright light to dim light, dim light to no light).

The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell’s duration.

You can gloom up to three areas at a time.

When you cast this spell, or as an action on a later turn, you can cause a gloomed area to engulf a creature. One creature of you choice within 9 meters of it must succeed on a Fortitude saving throw or take 1d8 necrotic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

After the gloom engulfs the spell ends.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As a bonus action when you are in dim light or darkness, you can take the Hide action.

5 minutes

As a bonus action, you weave together threads of shadow to create a blade of solidified gloom in your free hand which lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the blade in your hand.

As an action, you wither a creature or plant that you can touch or see within 18 meters, draining moisture and vitality from it. The target must make a Fortitude saving throw. The target takes 3d12 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

Augment

You can increase the damage by 4d12 for each additional mana expended.

concentration, 1 minute/mana

As an action, you can engulf a creature’s eyes or ears in shadow, blinding or deafening it. Choose one creature that you can touch or see within 18 meters to make a Fortitude saving throw.

On a failed save, a creature takes 2d10 necrotic damage and is either blinded or deafened (your choice) for the duration.

On a successful save, the creature takes half as much damage and isn’t blinded or deafened.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 4d10 for each additional mana expended.

1 hour/mana

As an action, darkness spreads from a point you choose within 35 meters to fill a sphere twice as big as normal for the duration. The darkness spreads around corners.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell using equal or less mana, the spell that created the light is dispelled.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the darkness is magical. A creature with darkvision can’t see through this darkness. Non-magical light, as well as light created by spells of using equal or less mana, can’t illuminate the area.

  • Maddening Darkness. You can expend 1 additional mana so shrieks, gibbering, and mad laughter can be heard within the sphere. The sphere is normal size and the duration changes to 5 minutes/mana. Whenever a creature starts its turn in the sphere, it must make a Will saving throw, taking 2d4 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d4 for each additional mana expended.

  • Hungering Darkness. You can expend 2 additional mana so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is normal size and the duration changes to 5 minutes/mana. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 9 meters away. No light, magical or otherwise, can illuminate the darkness, and creatures fully within the area are blinded. Whenever a creature starts its turn in the sphere, it must make a Reflex saving throw, taking 2d4 cold damage on a failed save as milky, otherworldly tentacles rub against it, or half as much damage on a successful one. You can increase the damage by 1d4 for each additional mana expended.

concentration, 1 minute/mana

As an action, you pierce a creature that you can touch or see within 18 meters to the core with shadow for the duration. At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw.

On a failed save, the target takes 2d10 necrotic damage and rolls a d20.

On a roll of 1-7, the shadow spreads to the legs so the target’s speed is reduced to 0 until the start of its next turn.

On a roll of 8-14, the shadow spreads to the arms so the target has disadvantage on attack rolls until the start of its next turn.

On a roll of 15-20, the shadow spreads to the head so the target is blinded until the start of its next turn.

On a successful save, the target takes half as much damage and the effect ends.

Augment

You can increase the damage by 3d10 for each additional mana expended.

1 hour/mana

As an action, a veil of shadows and silence covers you, masking you from detection. For the duration, you have advantage on Stealth checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Augment

You can expend 1 additional mana so each creature you choose within 9 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.

As a bonus action, you can step from one shadow into another. On your turn, when you are in dim light or darkness, you can teleport up to 9 meters to an unoccupied space you can see that is also in dim light or darkness. After teleporting you can take the Hide action without expending your action.

Augment

You can increase the distance by 18 meters for each additional mana expended.

As an action, shadowy tendrils erupt from you, battering creatures. Each creature you choose in a sphere around you must make a Reflex saving throw.

On a failed save, a target takes 3d6 necrotic damage and its speed is halved and it can’t take reactions until the end of its next turn.

On a successful save, the creature takes half damage, but suffers no other effect.

Additionally, until the end of your next turn, any bright light in the area is reduced to dim light.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d6 for each additional mana expended.

  • You can expend 1 additional mana so the shadowy tendrils continuously batter creatures around you. The duration changes to 1 minute/mana, concentration and the tendrils erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. Additional augments to the damage increase the damage by 1d6 for each additional mana expended, instead of the normal increase.

  • Shrouding Shadow. You can expend 1 additional mana if the tendrils continuously batter creatures around you so you and your allies in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

As a reaction, which you take when a creature that you can touch or see within 18 meters of you attacks you or another creature, you can cause shadows to mask the attacked figure. You impose disadvantage on the attack roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana so attacks rolls against the target creature have disadvantage until the start of its next turn.

As a reaction, which you take when you are hit by an attack or taking necrotic damage, you absorb some of the incoming energy as shadowy tendrils erupt from your body. Until the start of your next turn you have resistance to necrotic damage and the shadows turn dim light within 3 meters of you into darkness, and bright light in the same area to dim light.

If the creature who damaged you is within 18 meters it must make a Reflex saving throw.

On a failed save, it takes 3d6 necrotic damage and if it is Medium or smaller it is pushed up to 3 meters away from you or pulled up to 3 meters toward you.

On a successful save, a creature takes half as much damage and isn’t pushed or pulled.

Augment

You can increase the damage by 4d6 and affect a creature of a larger size for each additional mana expended.

concentration, 5 minutes/mana

As a bonus action, a weapon you touch becomes sheathed in shadow. For the duration, the weapon turns bright light within 6 meters of you into dim light and dim light into darkness and deals an extra 1d6 necrotic damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

(ritual); 1 hour/mana

As an action, you create an mindless, shapeless, Medium shadow that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within 18 meters. It has 10 Defense, 1 health, and a Strength of −4, and it can’t attack. If it drops to 0 health, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 4.5 meters and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 18 meters away from you, the spell ends.

concentration, 1 hour/mana

As an action, you call forth a shadow to appear in an unoccupied space of dim light or darkness you can see within 35 meters. The shadow is friendly to you and your companions and disappears when it drops to 0 health or when the spell ends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

As a bonus action on each of your turns, you can mentally command the shadow you summoned with this spell if the creature is within 90 meters of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment

You can expend 2 additional mana to call forth another shadow.

5 minutes/mana

As an action, you wrap yourself in a mantle of shadow. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through darkness.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you take when you are hit by an attack. The attacker must make an additional attack roll and use the worst result and the duration changes to 1 minute/mana.

4 hours/mana

As an action, you touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 18 meters. If it already has darkvision, its range increases by 18 meters.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, your eyes become an inky void imbued with dread power. One creature that you can touch or see within 18 meters must succeed on a Will saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 18 meters away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Will saving throw. If it succeeds, the effect ends.

concentration, 1 hour/mana

As a reaction, which you take when a humanoid dies within 9 meters of you, you can magically capture its shadow. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action to adopt the humanoid’s persona. When you do so, the shadow vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for the duration or until you end it on your turn.

While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Insight check contested by your Deception check.

concentration, 1 hour/mana

As an action, you, along with everything you’re wearing and carrying, are subsumed by shadow as your shape generally conforms to your normal shape for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2.5 centimeters wide without squeezing, though you treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana to gain the following benefits while in shadow form:

    • you can move at your normal speed, on any surface, including walls and ceilings.
    • you have darkvision out to 18 meters.
    • you have advantage on any Stealth check to remain unnoticed
    • while in dim light or darkness, you can take the Hide action as a bonus action.
1 hour/mana

As you spend 1 minute to cast this spell, you assume a shadowy form for the duration. While in this shadow form, you move on the edge between the Material Plane and the Shadowfell. You have a flying speed of 90 meters and have resistance to damage from nonmagical attacks. The only action you can take in this form is the Dash action or to revert to your normal form. Reverting takes 1 minute, during which time you are incapacitated and can’t move. Until the spell ends, you can revert to shadow form, which also requires the 1-minute transformation.

Because of the blurring of reality between the Shadowfell and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As you spend 1 minute to cast this spell, you pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 9 meters: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 1.5-meters cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

MaterialDuration
Vegetable matter1 day
Stone or crystal12 hours
Precious metals1 hour
Gems10 minutes
Adamantine or mithral1 minute

Using any material created by this spell as another spell’s component causes that spell to fail.

Augment

You can increase the cube by 1.5 meters for each additional mana expended.

concentration, 1 minute/mana

As an action, squirming, ebony tentacles fill a sphere on the ground that you can see within 35 meters. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Reflex saving throw or take 1d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 1d6 bludgeoning damage.

A creature restrained by the tentacles or one that can touch the creature can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

Augment

You can increase the damage by 1d6 for each additional mana expended.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick