Shadows are granted powers by a magical mark, or brand, placed upon their mortal flesh by dark powers. The mark draws out their inner strength, unlocking powers thought to be unsavory, but their skills have much practical use, and as such, are perfect assassins, spies, or agents.
Shadow Table
Level | Attribute Points (Total) | Skill Points (Total) | Saving Throw Points (Total) | Attunement Slots | Features | Killing Blow |
|---|---|---|---|---|---|---|
1 | - | 4 (4) | 1 | Shadow Mark, Silent Walker | ||
2 | 1 (1) | 1 (5) | 1 | Killing Blow, Stealth | 1 | |
3 | 1 (2) | 1 (6) | 1 (1) | 1 | Shadow Fade, Darkvision | 1 |
4 | 1 (3) | 1 (7) | 2 | Keystone Feature | 2 | |
5 | 1 (4) | 1 (8) | 2 | Mark Feature | 2 | |
6 | 2 (6) | 2 (10) | 1 (2) | 2 | Death Essence, Darkblink | 2 |
7 | 2 (8) | 2 (12) | 2 | Silent Walker II | 2 | |
8 | 2 (10) | 2 (14) | 3 | Keystone Feature | 3 | |
9 | 2 (12) | 2 (16) | 1 (3) | 3 | Mark Feature | 3 |
10 | 2 (14) | 2 (18) | 3 | Darkblink II, Shadowcrawl | 3 | |
11 | 2 (16) | 2 (20) | 3 | Attack Efficiency | 3 | |
12 | 3 (19) | 3 (23) | 1 (4) | 4 | Keystone Feature | 4 |
13 | 3 (22) | 3 (26) | 4 | Mark Feature | 4 | |
14 | 3 (25) | 3 (29) | 4 | Darkblink III | 4 | |
15 | 3 (28) | 3 (32) | 1 (5) | 4 | Death Essence II, Suppressed Voice | 4 |
16 | 3 (31) | 3 (35) | 5 | Keystone Feature | 5 | |
17 | 3 (34) | 3 (38) | 5 | Mark Feature | 5 | |
18 | 4 (38) | 4 (42) | 1 (6) | 5 | Marked One’s Eyes | 5 |
19 | 4 (42) | 4 (46) | 5 | Darkvision II | 5 | |
20 | 4 (46) | 4 (50) | 6 | Keystone Feature | 6 | |
21 | 4 (50) | 4 (54) | 1 (7) | 7 | Infinite Death, Darkblink IV | 7 |
Class Features
Starting Vitality
As a Shadow at level 1, you start with 20+1d12+CON Vitality.
See: Vitality
Starting Skills
As a Shadow, you start with 4 skill points.
Additionally, you have a +1 bonus to your Stealth and Acrobatics skills.
Weapon Proficiencies
Daggers, Swords, Hammers, Axes, Staves, Throwing Knives, Bows and Crossbows.
Armor Proficiencies
Light Armor.
Starting Equipment & Gold
When creating your character, you may choose from the following equipment, as well as what is granted:
Any weapon worth no more than 40 gold, or 20 gold.
Any weapon worth no more than 15 gold, or 5 gold.
Any Armor worth no more than 40 gold, or 20 gold.
A face-obscuring hooded cloak and mask, or 1 gold.
A set of 20 Throwing Knives, or 1 gold.
A grappling hook and a 50 foot rope, or 3 gold.
1 full case of an Ammunition type, or 1 gold.
A spellcasting catalyst, such as an occult charm or talisman, or 20 gold.
A satchel with 3 Simple Antidotes in it, or 5 Gold.
A Poisoner’s Kit, or 10 Gold.
120 gold.
8d10 gold.
You can use any gold you have to purchase items and add them to your inventory before you finalize your character.
Shadow Mark
At Level 1, you are given a mark of black magic known as a Shadow Mark. The Mark is a sign that you, whether you intend to or not, serve a dark master. Your master can be the leader of a powerful organization, a demon seeking servants, a powerful mage, a dark god, or something similar. How you obtained the mark can vary. Some are offered it in extreme times of need by a shadowy figure. Others are indoctrinated into assassination cults. Your Shadow Mark’s type determines how you can use your newfound powers.
Below are a list of Shadow Marks, and what they gain at each Mark Feature. You can have only one Mark. You gain shadow mark features at level 1, 5, 9, 13, and 17.
Mark of the Abyssal
Shadows bearing the Mark of the Abyssal walk a path of darkness and oppose light itself, their influence a corrupting, warped one. The mark they are granted is inky black, and swirling with dark energies. There is darkness in everyone - the mark simply agitates it.
Mark of Chaos
Shadows bearing the Mark of Chaos specialize in trickery and versatility. Their mark grants them powers akin to those found in forgotten beasts and fiends of chaos. It is often scarred or burned into their flesh, and is a symbol of ruin and disorder. The Myst within is tainted and corrupt.
Mark of the Serpent
Shadows bearing the Mark of the Serpent are wielders of potent toxins, and the profane gifts of the serpentine gods. Their mark appears to be a snake bite- two small puncture marks, swirling with darkness. Serpents are symbols of gluttony, misfortune, retaliation, blasphemy, and rebirth, and their marked ones embody these aspects.
Silent Walker
At level 1, you may cast the Silent Steps cantrip even if you are not attuned to it.
At level 7, the Silent Steps cantrip costs 0 AP for you to cast.
Killing Blow
At level 2, you find the most effective ways to bring an opponent down. When you hit a target with an attack, you can choose to expend 3 AP to make all damage dice for the attack deal maximum damage. You may use Killing Blow once per turn, and you may use Killing Blow an amount of times per Rest, as shown on the Shadow Table.
Stealth
At level 2, you can use the Hide action for 2 AP. This AP cost cannot be modified by other increases or reductions to AP cost.
Shadow Fade
At level 3, you can turn invisible for 0 AP in spots of shadow and darkness. If you move or take an action while invisible in this way, you become visible once again.
Darkvision
At level 3, you gain 120ft of Darkvision at will.
At level 19, your Darkvision reaches as far as you can see.
Darkblink
At level 6, you gain the ability to teleport short distances silently. For 1 AP, you can teleport up to 10 feet away. You can Darkblink once per turn.
At level 10, Darkblink’s maximum range improves to 15 feet.
At level 14, Darkblink can be preformed twice per turn.
At level 21, Darkblink’s maximum range improves to 30 feet.
Death Essence
At level 6, you may learn one of the following Death Essence techniques.
Stolen Spirit: When you kill a creature with Killing Blow, you gain Ward equal to the amount of damage you dealt.
Stolen Endurance: When you kill a creature with Killing Blow, you gain 1 AP.
Stolen Will: When you kill a creature with Killing Blow, you become Invisible for 1 minute or until you take an action.
At level 15, you learn an additional Death Essence technique. You cannot learn the same technique twice.
Shadowcrawl
At level 10, if you would lose Invisibility, you can expend your reaction or 1 AP to stay Invisible.
Suppressed Voice
At level 15, if a spell has a Verbal component, you can choose to perform it silently.
Marked One’s Eyes
At level 18, your eyes have become magically enhanced, and can detect traces of life. For 6 AP, you can Concentrate on your Shadow Mark, and gain these visual enhancements within 30 feet for up to 1 minute:
You can see living creatures through objects. They appear as faintly illuminated versions of the creatures' blood and vascular systems.
Objects or creatures you can see with Arcane magical properties appear with a shimmering blue aura surrounding them.
Objects or creatures you can see with Divine magical properties appear with steady bright light surrounding them.
Objects or creatures you can see with Occult magical properties appear with a twisting black darkness surrounding them.
You know the remaining Vitality of any creature you can see.
Infinite Death
At level 21, when you kill a creature, you regain a use of Killing Blow and regain 1 AP.