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.

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 vision. Speak to your GM.

You gain darkvision out to a range of 10 meters. If you already have darkvision, its range increases by 10 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 2 meters away from you or pull it 2 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: 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 an action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Prerequisites: Proficient with the Stealth skill

Once on your turn while in dim light or darkness, you can use Stealth without using an action.

Shadow concoctions

1 hour/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Darkness spreads to fill a sphere twice as big as normal for the duration. The darkness spreads around corners. Non-magical light, as well as light created by concoctions or spells using equal or less catalysts or mana, can’t illuminate the area.

3 hours/catalyst

As two actions, 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 10 meters. If it already has darkvision, its range increases by 10 meters.

3 hours/catalyst

As two actions, 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 bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.

Shadow maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

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

As an action, you can make a weapon attack in an attempt to blind a creature by striking a sensitive area. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to render it unable to speak. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or 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 use when an enemy within 5 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.

Shadow spells

As an action, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you obscure the creature’s senses as it takes 1d8 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

At higher levels

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

1 hour

As an action, you can manipulate the shadow of a creature that you can touch or see within 20 meters. You can cause the shadow to act out simple actions independent of its owner, move it up to 5 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 20 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 10 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 1d8 necrotic damage.

If you miss by 4 or less, the target takes half as much damage.

Shadow Anchor. You pin the shadow of the creature to its current location as it must make a Reflex saving throw.

On a failed save, it takes 1d8 piercing damage and is grappled as if its shadow were anchored to the terrain until the end of your next turn.

To break out of the grapple, the target can use an 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.

At higher levels

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

1 hour

As an action, you can decrease the amount of light emitted from objects in a 1-meter radius sphere within 5 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. A creature of you choice within 5 meters of the gloom must make a Fortitude saving throw.

On a failed save, it takes 1d8 necrotic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

After the gloom engulfs the spell ends.

At higher levels

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

5 minutes

As an 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 on your turn (no action required), if you cast it again, or if you end your turn without the blade in your hand.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you engulf its eyes or ears in shadow, blinding or deafening it as it takes 3d6 necrotic damage and is either blinded or deafened (your choice) for the duration.

On a successful save, it 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 6d6 for each additional mana or psi expended.

1 minute/mana or psi

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 or psi to cast the spell as a reaction, which you use when you are hit by an attack. The attacker must make an additional attack roll and use the worst result.

concentration, 1 hour/mana or psi

As an action, darkness spreads from a point within 20 meters to fill a sphere twice as big as normal for the duration. The darkness spreads around corners.

If the point 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. Non-magical light, as well as light created by concoctions or spells using equal or less catalysts or mana, can’t illuminate the area.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so the darkness is magical. A creature with darkvision can’t see through this darkness.

  • Hungering Darkness. You can expend 1 additional mana or psi and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana or psi expended and the duration changes to 5 minutes/mana, concentration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 5 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 2d6 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 1d6 for each additional mana expended.

concentration, 1 minute/mana or psi

As an action, you pierce a creature that you can touch or see within 10 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, it takes 2d8 necrotic damage and rolls a d6.

On a roll of 1–2, 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 3–4, 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 5–6, the shadow spreads to the head so the target is blinded until the start of its next turn.

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

Augment

You can increase the damage by 4d8 for each additional mana or psi expended.

1 hour/mana or psi

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 or psi so each creature you choose within 5 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.

As an action, when you are in dim light or darkness, you can step from one shadow into another. You teleport up to 20 meters to an unoccupied space you can see that is also in dim light or darkness.

You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.

If you teleport 5 meters or less, you can use Stealth without using an action or you can make a melee weapon attack against a creature. On a hit, add 2d8 damage to the attack’s damage roll.

If you miss by 4 or less, add half as much damage.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can teleport an additional 100 meters for each additional mana or psi expended.

  • You can increase the damage by 4d8 for each additional mana or psi expended.

  • There and Back Again. You can expend 1 additional mana or psi at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

  • Continuous Shadow Jaunt. You can expend 2 additional mana or psi to change the duration to 1 minute/mana or psi and on each of your turns before the spell ends, you can use an action to teleport in this way again.

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

On a failed save, a creature takes 4d4 necrotic damage and its speed is halved and it can’t take reactions until the start of its next turn.

On a successful save, a 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 or psi for each option.
  • You can increase the damage by 4d4 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi 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. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

  • Shrouding Shadow. You can expend 1 additional mana or psi 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 use when a creature that you can touch or see within 10 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 or psi so attacks rolls against the target creature have disadvantage until the start of its next turn.

As a reaction, which you use 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 2 meters of you into darkness, and bright light in the same area to dim light.

If the creature who damaged you is within 10 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 2 meters away from you or pulled up to 2 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 or psi expended.

(ritual); concentration, 1 minute/mana or psi

As an action, no sound can pass through a sphere that surrounds you. Until the spell ends, the sphere moves with you, centered on you.

Any creature or object entirely inside the sphere is immune to concussion damage that originates outside the sphere.

Casting this spell on the same spot every day for a year makes this effect permanent on that spot.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so no sound can be created within the sphere. Any creature or object entirely inside the sphere is immune to concussion damage, creatures are deafened while entirely inside the sphere, and casting a spell that requires words to be spoken is impossible inside the sphere.

  • You can expend 1 additional mana or psi to cast the spell centered on a point within 20 meters.

  • You can expend 1 additional mana or psi to change the duration to 5 minutes/mana or psi.

concentration, 5 minutes/mana or psi

As an action, a weapon you touch becomes sheathed in shadow. For the duration, the weapon turns bright light within 4 meters of you into dim light and dim light into darkness and deals an extra 1d6 necrotic damage when it hits.

If the attack misses by 4 or less, the weapon deals half as much damage.

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 augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d6 for each additional mana or psi expended and an additional 1d6 for every two additional mana or psi expended.

  • You can expend 1 additional mana or psi to cause an additional weapon you touch to become sheathed in shadow.

(ritual); 1 hour/mana or psi

As an action, you create a 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 10 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 an action, you can mentally command the servant to move up to 3 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 10 meters away from you, the spell ends.

3 hours/mana or psi

As two actions, 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 10 meters. If it already has darkvision, its range increases by 10 meters.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

As two actions, a tendril of inky darkness reaches out from you. When you cast the spell—and as an action on each of your turns thereafter—the tendril can touch a creature that you can touch or see within 10 meters to drain life from it. The target must make a Reflex saving throw.

On a failed save, it takes 3d8 necrotic damage.

On a successful save, it takes half as much damage.

Whenever the spell deals damage to a target, you regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 2d8 for each additional mana or psi expended.

3 hours/mana or psi

As two actions, you touch a willing creature to grant it the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana or psi

As a reaction, which you use when a humanoid dies within 5 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 passive Deception.

concentration, 1 hour/mana or psi

As two actions, 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 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 or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana or psi 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 10 meters.
    • you have advantage on any Stealth check to remain unnoticed
    • once on your turn while in dim light or darkness, you can use Stealth without using an action.
1 hour/mana or psi

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 100 meters and you have resistance to damage from nonmagical attacks. The only actions you can take in this form are 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 or psi expended. The creatures must be within 5 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 5 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-meter 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 meter for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As two actions, you call forth a shadow to appear in an unoccupied space of dim light or darkness you can see within 20 meters. The shadow has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the shadow gains 1 mana or 3 stamina dice. 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 an action on each of your turns, you can mentally command the shadow you summoned with this spell if the creature is within 100 meters of you. You decide what actions 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 or psi to call forth another shadow.

concentration, 1 minute/mana or psi

As two actions, squirming, ebony tentacles fill a sphere on the ground that you can see within 20 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 3d6 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 3d6 bludgeoning damage.

A creature restrained by the tentacles or one that can touch the creature can use an 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 or psi expended.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick