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SHADOW MAGIC

We who bear the Tenebrist Eye,


See the truth within the lie.
In this world where magic reigns,
Light will fade, and dark remains.
The Shadowcaster

B
efore the dawn of time, when life was but a Life in the Shadows
dream, there was only darkness. Even now it
waits, in the spaces between worlds, in the In many societies, shadow magic is considered strange and
emptiness between the stars, and in the corner unpleasant at best, and evil and depraved at worst. As such,
of every room. When the light is gone, darkness most shadowcasters choose to live more privately than most
will remain. adventurers, choosing quite study, meditation, and
An elf, clad in black, stands unnoticed behind contemplation.
the front lines. He begins to chant, hands moving to the When they must take to the streets, they tend to prefer the
rhythm with a sense of familiarity. Behind him, his shadow night, when their natural skills are most potent, and they can
makes a different set of gestures. Cold flame erupts from his circumvent most trouble.
fingers, engulfing the enemy soldiers.
A human watches the passing guards, counting. With a The Plane of Shadow
silent whisper, their torches are extinguished. By the time The Plane of Shadow, also called the Shadowfell in some
they're relit, the door stands open, the human gone. world models, is a dark and twisted reflection of the Prime
A gnome nimbly ducks the swing of a sword before rolling Material Plane, working as a sort of counterpart to the
through the door. Her assailant follows, right into the waiting Feywild, and it is the source of all shadow magic.
teeth of a shadow elemental. Color is faded within the Plane of Shadow, muted to
Shadowcasters look beyond the narrow minded view of shades of gray. Emotions are as muted as colors, leaving only
those who live in the light, beyond their natural fear of dark. need to drive the native races. Even conjured light shines but
They understand that shadow is not always evil, and that light half as brightly, and fire is a dim reflection of warmth.
is not always good. They embrace the shadows, and wield the
power they find within.

The Shadowcaster
Proficiency Fundamentals Apprentice Initiate Master
Level Bonus Features Known Mysteries Mysteries Mysteries
1st +2 Shadowcasting, Favored Mystery 2 2
2nd +2 Umbral Sight, Shadowcaster Ideal 2 2
3rd +2 Cloak of Shadows 2 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 3 4
6th +3 Ideal Feature 3 4
7th +3 Greater Favored Mystery 3 5 2
8th +3 Ability Score Improvement 4 5 2
9th +4 Winter's Touch 4 6 2
10th +4 Ideal Feature, Favored Mystery 4 6 3
Improvement
11th +4 Umbral Sight Improvement, 4 6 3
Sustaining Shadow
12th +4 Ability Score Improvement 4 6 3
13th +5 Sustaining Shadow Improvement 5 6 4 1
14th +5 Ideal Feature 5 6 4 1
15th +5 Sustaining Shadow Improvement 5 6 4 1
16th +5 Ability Score Improvement 5 6 4 1
17th +6 Sustaining Shadow Improvement 5 6 4 2
18th +6 Ideal Feature 5 6 4 2
19th +6 Ability Score Improvement 5 6 4 2
20th +6 Mastered Mysteries 5 6 4 2
Learning Mysteries
Class Features At 1st level you know two apprentice mysteries of your
As a shadowcaster, you have the following class features. choice. You learn additional mysteries of each tier as shown
in the Shadowcaster Table.
Hit Points Additionally, when you gain a level in this class, you can
Hit Dice: 1d8 per shadowcaster level choose one of the mysteries you know and replace it with
Hit Points at 1st Level: 8+ your Constitution modifier another mystery of the same tier.
Hit Points at Higher Levels 1d8 (or 5) + your Constitution
modifier per shadowcaster level after 1st Shadowcasting Ability
Intelligence is your shadowcasting ability for your
Proficiencies shadowcaster mysteries, since the power of your shadow
Armor: Light Armor magic relies on your study and deep understanding of the
Weapons: Simple weapons, Rapiers, Shortswords Plane of Shadow. You use your Intelligence whenever a
Tools: None mystery refers to your shadowcasting ability. In addition, you
Saving Throws: Intelligence, Dexterity use your Intelligence modifier when setting the saving throw
Skills: Choose two from Arcana, History, Insight, Intimidate, DC for a mystery you invoke and when making an attack roll
Investigation, Perception, Sleight of Hand, and Stealth with one.
Equipment Shadow Magic save DC = 8 + your proficiency bonus +
You start with the following equipment, in addition to the your Intelligence Modifier
equipment granted by your background: Shadow Magic attack modifier = your proficiency bonus +
(a) a rapier or (b) a shortsword your Intelligence Modifier
(a) dungeoneer's pack or (b) an explorer's pack Your shadowcasting ability is used in the place of a
A trinket or keepsake touched by the Plane of Shadow spellcasting ability when one is needed, or when targeted by
Alternatively, you may start with 4d4 x 10 gp to buy your an effect such as a Skiamancer's Eldritch Disruption.
own Equipment.
Variant: A Certain Je Ne Sais Quoi
Shadowcasting
While the intense study of planar magic is most
As one who has studied the Plane of Shadow, you have often an intellectual pursuit, there have been some
gathered a number of magical abilities that fall into two notable shadowcasters with an innate talent for
groups: Fundementals and Mysteries. shadow magic.

Fundamentals of Shadow Magic If your DM allows it, shadowcasters can be played


As a shadowcaster, you must master the basics before using Charisma rather than Intelligence as their
proceeding to more powerful shadowcasting. These basic Shadowcasting ability. In these cases, class abilities
that use Intelligence, such as the Shadowmaster's
powers, called Fundamentals, are akin to cantrips cast by combat prowess, instead use Charisma. For skill
wizards or sorcerers. You can use a fundamental you know proficiencies, choose two from Deception, Insight,
any number of times each day. At 1st level, you know two Intimidation, Perception, Persuasion, Sleight of
fundamentals of your choice. You learn additional Hand, and Stealth. Additionally, you are proficient
fundamentals at higher levels, as shown in the Fundamentals in Charisma and Dexterity saving throws.
Known column of the Shadowcaster table.
Mysteries of Shadow Magic
You do not cast spells as other classes do, but channel your Favored Mystery
power through abilities called mysteries. At first level, choose an apprentice mystery you know. You
You do not prepare spells each morning, nor do you use may invoke that mystery an additional time, and you regain
spell slots. Instead, you know a number of mysteries of each one expended use of that mystery upon completing a short
type as shown on the Shadowcaster table, and can invoke rest. At 10th-level, choose an additional favored mystery.
each mystery you know once. You regain all expended By spending 8 hours in meditation, you can change your
mysteries when you finish a long rest. favored mystery to another Apprentice mystery you know.
Invoking a mystery, while different than casting a spell, has
enough similarities for shadow magic to interact with some
more mundane magic. Invoking a mystery will end an
invisibility spell, just as casting a spell will. It will also provoke
an attack from a creature with the mageslayer feat, and
mysteries can't be invoked within the area of an antimagic
field.
Shadowcaster Ideal Shadowcaster Ideals
At 2nd level, you choose an ideal: Nightblade, Shadowmaster, While all who study shadow magic learn the fundamentals
Shadowsmith, Skiamancer, each of which is detailed at the before branching out into mysteries, not all agree on how
end of the class description. Your ideal gives you features best to focus their later studies. The different branches of
when you choose it at 2nd level and additional features at 6th, shadow magic are called ideals, and represent what the
10th, 14th, and 18th level. individual shadowcaster believes is the truest essence of their
power.
Umbral Sight
As your studies of shadow magic progress, your vision Nightblade
extends slightly into the Plane of Shadow. At second level, you To understand the beauty and power of darkness, it is not
gain Darkvision out to 30 feet. If you already have Darkvision, enough to study shadow. You must become shadow.
its range is extended by 30 feet. At level 11, your darkvision Nightblades go by many names: dark transmogrifists, dark
improves, allowing you to see in darkness within 30 feet of ascendants, children of night. They are more than scholars,
you, including magical darkness, as though it were bright more than spellcasters, and, in some cases, more than mortal.
light. Nightblades tend to mimic those non-magical mortals who
best represent their ideals. Those who can vanish in the
Cloak of Shadows shadows and move unseen.
Beginning at 3rd level, shadow clings to your form when you Skulking in Shadows
hide. You have advantage on Dexterity (Stealth) checks made When you take this ideal at 2nd level, you gain proficiency
when you are in darkness. At seventh level, you gain this with thief's tools and hand crossbows if you aren't already
benefit in dim light. proficient with them.
Ability Score Improvement Sudden Strike
When you reach 4th level, and again at 8th, 12th, 16th, and At 2nd level, you learn to strike from the shadows and exploit
19th level, you can increase one ability score of your choice a foe's blind spots. Once per turn, you can deal extra cold
by 2, or you can increase two ability scores of your choice by damage to one creature you hit with an Attack. The extra
1. As normal, you can't increase an ability score above 20 damage is equal to your proficiency modifier. The extra
using this feature. damage is doubled if you have advantage on the attack, or if
another enemy of the target is within 5 feet of it, that enemy
Extra Attack isn't Incapacitated, and you don't have disadvantage on the
Beginning at 5th level, you can Attack twice, instead of once, attack roll.
whenever you take the Attack action on Your Turn.
Shadow Walk
Greater Favored Mystery Beginning at 6th level, while moving on your turn, you may
At 7th level, choose an initiate mystery you know. You regain become a shadow. While moving as a shadow, you have
one expended use of that mystery upon completing a short advantage on Dexterity(Stealth) checks, creatures have
rest. disadvantage on Wisdom(Perception) checks to notice you,
By spending 8 hours in meditation, you can change your and all attack rolls against you are made with disadvantage.
greater favored mystery to another initiate mystery you know. Additionally, you can move through spaces as narrow as 1
inch wide.
You return to your original form if you take any action other
Winter's Touch than dash or hide. If you return to your original form in a
At 9th level, the touch of shadow magic has inured you to the space that you couldn't normally fit within, you're expelled to
cold. You have resistance to cold damage and can survive the nearest unoccupied space and take 4d6 bludgeoning
comfortably in cold environments. damage.
Sustaining Shadow Fade to Black
Beginning at 10th level, you can use an action to become
When you reach 11th level, your connection to the Plane of invisible while in darkness or dim light. You remain invisible
Shadow deepens, mitigating certain biological needs. You until you use a bonus action to end the invisibility, you attack
need only eat a single meal per week. At 13th level, you only or cast a spell or invoke a mystery, or enter an area of bright
need to sleep one hour each day, though you must still rest light.
for the duration of a long rest to gain its benefits. At 15th
level, you become immune to disease. Finally, at 17th level
you no longer have to eat, sleep, or breathe.
Mastered Mysteries
At 20th level, you have mastered your your simplest
mysteries. You can invoke your favored apprentice tier
mysteries any number of times before resting.
Shadow's Grace For each level you gain after 2nd, your shadow companion
At 14th level you draw closer to the Plane of Shadow, gains an additional hit die and increases its hit points
becoming lighter on your feet. You have a flying speed of 60 accordingly.
feet. Additionally, you leave no footprints when you walk, you Whenever you gain the Ability Score Improvement class
do not set off non-magical traps, and you have advantage on feature, your companion's abilities also improve. Your
Dexterity saving throws against effects you can see. companion can increase one ability score of your choice by 2,
or it can increase two ability scores of your choice by 1. As
Night Form normal, your companion can't increase an ability score above
At 18th level, you gain the ability to briefly become one with 20 using this feature.
the shadows. As an action, you can take on an incorporeal
form, gaining the following benefits:
You have resistance to all damage except force damage. Shadow Companion
You can see creatures on the Ethereal Plane within 30 Medium elemental, Any Alignment
feet of you. Armor Class 12
You can not be restrained or grappled. Hit Points 19(3d8 + 6)
You can move through a space as narrow as 1 inch wide. Speed 30ft.
You can stay in this form for up to one minute. The form
ends early if you become incapacitated or use a bonus action STR DEX CON INT WIS CHA
to end it.
Once you use this feature, you can't use it again until you 12 (+1) 14 (+2) 14 (+2) 8 (-1) 6 (-2) 6 (-2)
finish a short or long rest.
Damage Resistances cold; bludgeoning, piercing,
Shadowmaster and slashing from nonmagical weapons
Condition Immunities exhaustion, grappled,
For some individuals, use of shadow magic isn't enough. They paralyzed, petrified, poisoned, prone, restrained,
seek nothing less than mastery of darkness and control over unconscious
the denizens of the Plane of Shadow. Shadowmasters fight Senses darkvision 60 ft., passive Perception 8
side by side with a shadow elemental they have befriended, Languages None
tamed, or conquered, sending the creature to the front line
while they support from a safe distance. Shadow Form. The shadow companion can enter a
hostile creature's space and stop there. It can move
Shadow Companion through a space as narrow as 1 inch wide without
When you take this ideal at 2nd level, you gain a companion squeezing.
from the Plane of Shadow. With 8 hours of work and the False Appearance. The shadow companion can
expenditure of 50 gp worth of spell components, you call appear as a cloud of black smoke, or take on a solid
forth and empower a lesser shadow elemental, turning it into seeming appearance, passing for an animal of black
your shadow companion. If your companion is ever slain, it and gray coloring.
returns to the Plane of Shadow until you perform the ritual to
summon it again. Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5ft.,
Master's Bidding one target. Hit 5 (1d6 + 2) cold
Your companion grows in strength as you do, gaining a
variety of benefits that normal elementals don't have. The
companion obeys your command as best it can. It takes its
turn on your initiative, and you determine its actions, Combat Prowess
decisions, attitudes, and so on. If you are incapacitated or At 6th level, your shadow companion learns a number of
absent, your companion acts on its own. combat abilities. As an action, it can use one of the following
When you invoke a mystery with a range of touch, your abilities.
companion can deliver the mystery as if it had invoked it. Your shadow companion can use this feature a number of
Your companion must be within 100 feet of you, and it must times equal to your Intelligence modifier (Minimum one
use its reaction to deliver the mystery. If the mystery requires time). You regain expended uses when you finish a short or
an attack roll, you use your attack modifier. long rest.
Your companion has the initial abilities and game statistics Frenzy
as listed in the shadow companion stat block, but grows in
power as you level up. It uses your proficiency bonus rather Your shadow companion lunges at a single target, attacking
than its own. In addition to areas where it normally uses its all out. It makes two touch attacks against the target.
proficiency bonus, it also adds its proficiency bonus to its AC
and damage rolls.
Your shadow companion gains proficiency in two skills and
two saving throws of your choice.
Whirlwind Shadowcraft
Your shadow companion becomes a whirlwind of slicing When you take this ideal at 2nd-level, choose 3 simple or
tendrils of shadow. It makes an attack against each creature martial weapons. You gain proficiency with the chosen
of its choice within 5 feet of it, with a separate attack roll for weapons if you aren't already proficient with them. As a
each target. bonus action, you can create one of your chosen weapons,
Veil
forming it from shadows. It functions as a normal weapon of
that type. For ranged weapons, you can create and fire a
Your shadow companion enters a patch of darkness, melding single piece of ammunition each turn.
with them completely. While hidden within the shadows, it Additionally, as a bonus action you can create a simple
can not see what occurs outside them, but it can hear sounds object of hardened shadow. The object can have no moving
originating from outside them. Additionally, while hidden in parts and must be able to fit inside a 5-foot cube.
this way, your companion can not be hit by attacks or spells. If Created objects and weapons fade if they leave
the shadows in the space your companion is hiding within is Shadowsmith s possession for more than 1 minute. Each
replaced by bright light, your companion exits the shadows use of this ability creates a single object. A Shadowsmith can
into the nearest unoccupied space and takes 6d6 radiant maintain only 1 object or weapon at a time.
damage. You also gain proficiency with smith's tools and can use
Threaten downtime to craft permanent non-magical items made of
Your shadow companion attempts to keep one creature's shadowstuff. Shadowstuff is similar in feel and hardness to
focus on itself. One creature it can see within 30 feet must iron, but weighs only half as much.
make a Wisdom saving throw against your shadow magic Shadow Armory
save DC. On a failed save, the target feels threatened by your Starting at 6th level, your shadowcrafted weapons count as
companion's presence. For the next minute, it has magical for the purpose of overcoming Resistance and
disadvantage on attack rolls against creatures other than immunity to nonmagical attacks and damage. This bonus
your companion. At the end of each of its turns, the target can only applies to the three weapons chosen with the
make another Wisdom saving throw. On a success, the effect shadowcraft feature. Additionally, as an action, you can
ends on the target. Creatures that can't be Frightened shroud yourself in a protective armor of shadow. For one
automatically succeed on their saving throw. minute, you add half your proficiency bonus to your armor
Greater Shadow Elemental
class, rounded down. Once you use this feature, you can't use
At 10th level, your companion grows in size and strength. Its it again until you finish a short or long rest.
size becomes large and its speed becomes 40 feet. Its touch Chilling Shade
attack deals 2d6, rather than 1d6, and its hit dice become Starting at 10th-level, your shadowcrafted weapons have an
d10s, and its hit point maximum increases by 10 to reflect attack bonus of +1 and deal an additional 1d6 cold damage.
this change. This bonus only applies to the three weapons chosen with the
Dark Wings
shadowcraft feature. The attack bonus increases to +2 at
At 14th level, your companion gains the ability to manifest a 14th-level and the extra damage increases to 2d6 at 18th-
pair of wings. As an action, it gains a pair of wings that last level.
until it uses an action to remove them. While these wings are Craft Terrain
manifested, your companion has a flying speed of 60 feet. When you reach 14th-level, you gain the ability to craft
Breath Weapon
shadows on a large scale. As an action, you create one of the
At 18th level, your companion gains the ability to exhale a following terrain effects, centered on an area within 120 feet.
torrent of destructive energy. When it uses its breath weapon, Alternatively, you can create a large shape of your choice with
each creature in a 20 foot cone must make a Constitution no additional effects. The shape must be able to fit within a
saving throw. A creature takes 12d6 cold damage on a failed 20 foot cube and have no moving parts.
save, and half as much damage on a successful one. The DC Wall
for this saving throw equals 8 + your companion's You create a wall of hardened shadowstuff within range. You
Constitution modifier + your proficiency modifier. can form it into a hemispherical dome or a Sphere with
After your companion uses its breath weapon, it can t use radius of up to 10 feet, or you can shape a flat surface made
it again until it completes a short or Long Rest. up of ten 10-foot-square panels. Each panel must be
contiguous with another panel. In any form, the wall is 1 foot
Shadowsmith thick and lasts for 10 minutes.
Shadowsmiths find their calling in manipulating the If the wall cuts through a creature's space when it appears,
shadowstuff of the Plane of Shadows, crafting it into any the creature within its area is pushed to one side of the wall
shape they want. Like many smiths, they view their magic as and must make a Dexterity saving throw. On a failed save, the
a craft, as an art form. creature takes 5d6 cold damage, or half as much damage on
a successful save.
The wall has an AC of 12 and 30 hit points, and it is Overloaded Mystery
vulnerable to radiant damage. Reducing a 10-foot section of When you roll damage for a mystery, you can roll up to three
wall to 0 hit points destroys it and leaves behind a cloud of additional damage dice. For each additional die rolled this
shadow. A creature can pass through the cloud, but can not way, you take 2 points of necrotic damage. This necrotic
see through it unless they can see through magical darkness. damage ignores resistance and immunity.
Floor Positioned Mystery
You create a floor made up of ten 10-foot panels. You can When you invoke a mystery or use an ability granted by an
angle them up or down to make stairs. When making the ongoing mystery, you may use it as though you were standing
floor, you can choose one of the following features. Muffled: in a different location. Choose a point within thirty feet of
all creatures on the floor move silently across it, gaining you. Your shadow moves to that point and uses the mystery.
advantage on Dexterity (Stealth) checks. Jagged: the conjured
floor has a jagged surface, becoming difficult terrain. When a Repeating Mystery
creature moves into or within the area of the jagged floor, it When you invoke an apprentice or initiate mystery that
takes 2d4 piercing damage for every 5 feet it travels. targets one or more creatures, you can target twice as many
Once you use this feature, you can't use it again until you creatures.
finish a short or long rest.
Additional Favored Mystery
Shadow Waltz At 6th level, choose an apprentice mystery you know as an
At 18th-level, you gain the ability to control all of your additional favored mystery. As with your first favored mystery,
shadowcrafted weapons in a lethal dance. As an action, you you can change it through 8 hours of meditation.
can manifest all three of your chosen shadowcraft weapons.
They appear hovering in separate unoccupied spaces of your Additional Greater Favored Mystery
choice within 30 feet of you and remain for 1 minute. At 10th level, choose an initiate mystery you know as an
As a bonus action on each of your turns, you can direct the additional greater favored mystery. As with your first greater
weapons to fly up to 30 feet and attack a creature you can favored mystery, you can change it through 8 hours of
see. Each weapon can attack a separate creature, or multiple meditation.
weapons can attack the same creature. You use your
Intelligence modifier for the attack and damage rolls of these Eldritch Disruption
attacks, rather than Strength or Dexterity. While Shadow Beginning at 14th level, you can use an action to disrupt the
Waltz is active, you can't take the attack action. Once you use magical energies of a single target you can see within 60 feet.
this feature, you can't use it again until you finish a long rest. The target must make a Wisdom saving throw against your
shadow magic save DC or be disrupted for one minute. A
Skiamancer disrupted creature has disadvantage on spellcasting ability
The Skiamancer focuses on unraveling the secrets of shadow checks and spell attack rolls. While disrupting a creature with
magic, plain and simple. Skiamancers have learned to this feature, you have advantage on shadowcasting ability
strengthen their mysteries, adding power and versatility that checks and shadow magic attack rolls. The effect ends if the
other shadowcasters will never attain. To them, shadow creature is ever more than 120 feet from you.
magic is a tool to be analyzed, understood, and used. Once you use this feature, you can't use it again until you
finish a long rest.
Secrets Channel Shadows
When you choose this ideal at 2nd level, you gain a deeper At 18th level you have mastered channeling shadow magic
understanding of shadow magic and can modify your through your body. You become immune to cold damage.
mysteries. When you deal damage with a fundamental or Additionally, when you are concentrating on a mystery you
initiate mystery, you may add your intelligence modifier to the have advantage on saving throws against spells and
damage dealt. You learn two of the following secrets. You gain resistance to the damage of spells.
another one at 6th and 14th level.
You can use only one secret each turn, unless otherwise
noted.
Afflicting Mystery
When you damage a creature with a mystery, you can attempt
to afflict that creature with debilitating shadow magic. That
creature must make a Constitution saving throw against your
shadow magic save DC or be poisoned until the end of your
next turn. You can use this secret multiple times on a single
mystery, but each use must target a different creature.
Elemental Mystery
When you roll damage for a mystery, you can change the
damage type to your choice of cold, lightning, acid, or poison.
Creeping Darkness: Create a moving cloud that hinders
Fundamentals and creatures physically or mentally.
Dark Mantle: Create a shroud of darkness to protect or
Mysteries disguise yourself.
What is a Mystery? Dark Mirror: Dispel or control magical darkness.
Dark Terrain: Control the battlefield with grasping shadows
Mysteries are magical effects brought about through the use or cold fire.
of shadow magic. Unlike most spells, a mystery is a Ebon Whispers: Speak and step through conduits of
multifaceted, versatile ability. One who is trained in the use of shadow.
shadow magic can channel power from the Plane of Shadow, Eyes in the Dark: Bend your perspective and harm others
holding the energy in a specific patter within their mind, and with a look.
then allowing that power to flow into the world. Gloaming Dreams: Attack the mind of another creature.
The rules for casting spells, such as range, targets, Summon Shadow: Create a duplicate of yourself.
duration, and concentration all apply to invoking mysteries Touch of Twilight: Damage and debilitate with a touch
unless otherwise noted. Umbral Mind: Enhance your mental abilities and project
While different, shadow magic can interact with more your thoughts as images.
mundane magics. When subject to an effect such as Vanishing Act: Erase your tracks and disappear into
counterspell or dispel magic, apprentice mysteries are shadows.
treated as second level spells, initiate mysteries are treated as
fifth level spells, and master mysteries are treated as eighth Initiate Mysteries
level spells. Black Magic: Warp spells and hinder magic.
Growing Power
Dark Reflections: Pull twisted reflections of magic from the
Many mysteries grow in power as you increase your Plane of Shadow.
shadowcaster level. For some, this just means doing more Eclipsed Visions: Bend shadows to form complex illusions.
damage. For others, this means a wider array of effects to Ebon Roads: Travel to and through the Plane of Shadow.
choose from. Some effects created by mysteries can only be Elemental Shadows: Shape the world through its reflections
used once you have reached a certain shadowcaster level. in the Plane of Shadow.
These effects are denoted with their required level before the Investiture of Shadow: Bolster yourself with shadow magic.
effect name. Unbinding Shade: Unravel the threads of magic that bind
another.
Invoking a mystery
Walk Amongst Dreams: Enter the dreams of another.
Each mystery description includes a block of information Master Mysteries
including the name of the mystery, the tier, casting time, Breath of Twilight: Debilitate and kill with a thought.
range, and duration. After that the effects are listed, separated Ebon Walls: Imprison others in a never ending nightmare.
into immediate effects and ongoing effects. An immediate Eyes of the Night Sky: See into any place that darkness
effect is instantaneous. This effect harms, heals, creates, or touches.
alters a creature or an object in a way that can t be dispelled, Heart and Soul: Control others through their shadows.
because its magic exists only for an instant. An ongoing effect
remains active, and in most cases requires you to maintain
concentration. Concentrating on a mystery is the same as
concentrating on a spell.
When you invoke a mystery, choose up to one immediate
effect and one ongoing effect. Unless noted otherwise, the
immediate effect of a mystery occurs before the ongoing
effect begins. If a mystery would target an area or any
number of creatures, it targets that area or those creatures
for each chosen effect if possible.
Additionally, if a mystery has the casting time of 1 reaction,
you may also choose to cast that mystery as an action. If you
do, any immediate effect that requires a triggering action
fails.
Fundamentals
Black Candle: Shroud an area in dim light.
Conceal: Hide one object from view.
Dancing Shadows: Create simple tricks of shadow.
Liquid Night: Create a small amount of ink.
Sight Obscured: Gain a benefit to conceal your actions.
Umbral Arrow: Fires a shard of hardened shadow.
Umbral Grasp: Pull objects toward you.
Apprentice Mysteries
At Higher Levels
Mystery Descriptions The level of spells Echo Spell can copy increases to 5th level
Black Candle when you reach shadowcaster level 11 and to 6th level when
Fundamental Mystery you reach shadowcaster level 15.
Casting Time: 1 action Breath of Twilight
Range: Touch Master Mystery
Components: S
Duration: 1 hour Casting Time: 1 action
Range: 120 feet
You touch one object that is no larger than 10 feet in any Components: V, S
dimension. Until the mystery ends, the object sheds dim light Duration: Concentration, up to 1 minute
in a 30-foot radius. Non-magical darkness is lightened in the
area, while non-magical bright light is dimmed. Completely Immediate Effect
covering the object with something opaque blocks the light. Winter's Crest: A pulse of freezing energy emanates from a
The mystery ends if you cast it again or dismiss it as an point of your choosing within range. Each creature in a 40-
action. foot-radius sphere around that point must make a
If you target an object held or worn by a hostile creature, Constitution saving throw, taking 12d6 cold damage on a
that creature must succeed on a Dexterity saving throw to failed save or half as much damage on a successful save.
avoid the mystery. Ongoing Effect
Black Magic (Level 15) Tormenting Darkness: Magical darkness fills the
Initiate Mystery 40-foot-radius sphere around a point of your choosing
Casting Time: 1 reaction, which you take when you see a within range. Creatures can't see through this darkness,
creature within 60 feet of you casting a spell even creatures that can normally see through magical
Range: 60 feet darkness. Nonmagical light, as well as light created by
Components: V, S spells of 8th level or lower, can't illuminate the area.
Duration: Concentration, up to 1 minute         Shrieks of agony, gibbering, and howling winds can be
heard within the sphere. Whenever a creature starts its
Immediate Effect turn within the sphere, it must make a Wisdom saving
Echo Spell: You reach into the Plane of Shadow for the throw. A creature that fails its saving throw is stunned until
spiritual reflection a spell that was just cast. If the the start of its next turn.
triggering spell is 4th level or lower and has a casting time         A creature that fails three saving throws becomes insane
of one action or one bonus action, you may use an action for 1 minute. A creature that fails five saving throws
on your next turn to cast a copy of it. You choose the spell's becomes permanently insane. In both cases, greater
targets and make any other choices involved in casting it. restoration can remove this insanity. An insane creature
You cast it at the same level the triggering spell was cast at. can't take actions, can't understand what other creatures
If the echoed spell requires concentration, you may choose say, can't read, and speaks only in gibberish. The DM
to concentrate on it rather than this mystery's ongoing controls its movement, which is erratic.
effect. Flood of shadow can't interrupt this spell. (Level 17) Ephemeral Storm: Howling winds and jagged
Warp Spell: You attempt to interrupt a creature in the shards of shadow fill the 40-foot-radius sphere around a
process of casting a spell. If the creature is casting a spell point of your choosing within range. Whenever a creature
of 4th level or lower, its spell fails and has no effect. If it is starts its turn within the sphere, it must make a
casting a spell of 5th level or higher, make an ability check Constitution saving throw. On a failed save, that creature
using your shadowcasting ability. The DC equals 10 + the takes 3d6 cold damage and 3d6 slashing damage and is
spell's level. On a success, the creature's spell fails and has slowed until the start of their next turn. On a successful
no effect. save, a creature takes half as much damage and is not
        When you successfully counter a spell with this effect, slowed. A creature killed by this damage is frozen and
you gain one invocation of an apprentice mystery you know. shattered.
This extra invocation must be used within 1 hour or it is         A slowed creature's speed is halved, it takes a -2 penalty
lost. to AC and Dexterity saving throws, and it can't use
reactions. On its turn, it can use either an action or a
Ongoing Effect Bonus Action, not both. Regardless of the creature's
(Level 11) Flood of Shadow: You fill the air around you with Abilities or Magic Items, it can't make more than one
dense shadow magic, disrupting normal spellcasting. melee or ranged Attack during its turn.
Whenever a creature within 10 feet of you casts a spell,
they must make an ability check using their spellcasting
ability + their proficiency modifier. The DC for this check is
your shadow magic save DC. On a successful check, they
cast the spell as normal. On a failed check, the spell is
suppressed. They may attempt to finish the spell as an
action each turn without expending an additional spell slot.
The spell slot is lost if they choose not to attempt to cast
the spell.
Conceal Dark Mantle
Fundamental Mystery Apprentice Mystery
Casting Time: 1 action Casting Time: 1 reaction, which you take in response to
Range: Touch being attacked
Components: S Range: Self
Duration: 1 hour Components: V, S
An object that you touch, no larger than 1 cubic foot, blurs Duration: Concentration, up to 1 hour
into indistinct shadows. Any creature searching for the Immediate Effect:
concealed item has disadvantage on Intelligence Steel Shadows: The shadows about your form harden for an
(investigation) and Wisdom (perception) checks to find it. instant. Until the start of your next turn, attacks against you
If you invoke this fundamental multiple times, you can have disadvantage, including the triggering attack. You
affect up to three objects once each, and you can dismiss must choose to invoke this mystery before the attack is
such any or all of these effects as an action. rolled.
Creeping Darkness Ongoing Effect:
Apprentice Mystery (Level 2) False Visage: You make yourself including your
Casting Time: 1 action clothing, armor, weapons, and other belongings on your
Range: 30 feet person look different until the mystery ends or until you
Components: S use your action to dismiss it. You can't change your body
Duration: Concentration, up to 1 minute type, so you must adopt a form that has the same basic
arrangement of limbs. Otherwise, the extent of the illusion
Immediate Effect is up to you. The changes wrought by this spell fail to hold
Trick of the Light: When you invoke this mystery, you have up to physical inspection.
advantage on the first Dexterity (Stealth), Dexterity (Sleight (Level 3) Piercing shadows: When a creature strikes you
of hand), or Charisma (Deception) check you make before with a melee weapon attack, that creature takes 1d6
the end of your next turn. piercing damage.
Ongoing Effect At Higher Levels
Cloying Thoughts: You create an 20 foot radius sphere of   The damage dealt by piercing shadows increases to 2d6 at
invisible fog that hampers thought, centered on a point level 10, 3d6 at level 15, and 4d6 at level 20.
within range. All creatures standing in the fog have
disadvantage on Intelligence(Investigation), Dark Mirror
Wisdom(Perception), and Wisdom(Insight) checks. As an Apprentice Mystery
action, you can move the fog up to 10 feet. Casting Time: 1 action
        A creature that notices something is wrong can make a Range: 60 feet
Wisdom(Perception) check against your shadow magic Components: V, S
save DC to realize it's being mentally effected. Creatures Duration: Concentration, up to 10 minutes
that can't be charmed are immune to this effect.
(Level 3) Smoke Screen: You create a 20-foot radius sphere Immediate Effect
of black smoke centered on a point within range. The Control Darkness: You attempt to rest control of magical
sphere spreads around corners, and its area is heavily darkness from another creature. Choose an area of
obscured. It lasts for the duration or until a wind of magical darkness, some part of which is within range. If
moderate or greater speed (at least 10 miles per hour) the darkness was created by a spell of 2nd level or lower, or
disperses it. As an action, you can move the cloud up to 10 by an apprentice tier mystery, you can immediately move
feet. the darkness, centered around a point within range. You
Dancing Shadows begin concentrating on that darkness for the remainder of
Fundamental Mystery its duration.
Dismiss Darkness: You attempt to banish an area of magical
Casting Time: 1 action darkness back to the Plane of Shadow. Choose an area of
Range: 30 feet magical darkness, some part of which is within range. If
Components: S the darkness was created by a spell of 2nd level or lower, or
Duration: 1 minute by an apprentice tier mystery, that spell or mystery ends. If
You create a harmless shape in the shadows on a wall or the darkness was created by a spell of 3rd level or higher,
floor that lasts for the duration. As an action on your turn, you or by an initiate tier mystery or higher, make an ability
can command the shape to move in a certain way. The shape check using your shadowcaster ability. The DC equals 10 +
can be no larger than a 5 foot square. the spell's level, or 15 for initiate tier mysteries and 18 for
If a creature uses its action to examine the shadow, the master tier mysteries.
creature can determine that it is a magical trick with a
successful Intelligence (Investigation) check against your
shadow magic save DC.
Ongoing Effect At Higher Levels
(Level 3) Create Darkness: Magical darkness spreads from The damage dealt by Black Fire increases to 4d6 when you
a point you choose within range to fill a 15-foot radius reach shadowcaster level 7, to 6d6 when you reach
Sphere for the Duration. The darkness spreads around shadowcaster level 11 and to 8d6 when you reach
corners. A creature with Darkvision can't see through this shadowcaster level 15.
darkness, and nonmagical light can't illuminate it.
        If the point you choose is on an object you are holding or Ebon Roads
one that isn't being worn or carried, the darkness emanates Initiate Mystery
from the object and moves with it. Completely covering the Casting Time: 1 action
source of the darkness with an opaque object, such as a Range: Touch
bowl or a helm, blocks the darkness. Components: V, S
Dark Reflections Duration: 8 hours
Initiate Mystery Immediate Effect
Casting Time: 1 action Step into Shadow: You create a conduit through the
Range: Self shadows, traveling to a spot within 300 feet of you. You
Components: V, S arrive at exactly the spot desired. It can be a place you can
Duration: Concentration, up to 30 minutes see, one you can visualize, or one you can describe by
Immediate Effect stating distance and direction, such as 200 feet straight
downward or upward to the northwest at a 45-degree
Shadow Evocation: You pull a twisted reflection of an angle, 300 feet.
evocation spell from the Plane of Shadow. Choose an         You can bring along Objects as long as their weight
evocation spell of third level or lower from the wizard's doesn't exceed what you can carry. This mystery can also
spell list with a casting time of 1 action or 1 bonus action. transport other willing creatures of your size or smaller
You cast that spell at third level. You choose the spell's who is carrying gear up to its carrying capacity. Those
targets and make any other choices involved in casting it. creatures must be within 5 feet of you when you invoke this
Reflections of Divinity: You pull a twisted reflection of a mystery, and must use their reactions to step through the
divine spell from the Plane of Shadow. Choose a spell of conduit as it opens.
third level or lower from the cleric's spell list with a casting         If you would arrive in a place already occupied by an
time of 1 action or 1 bonus action. You cast that spell at object or a creature, you and any creature traveling with
third level. You choose the spell's targets and make any you each take 4d6 force damage, and the mystery fails to
other choices involved in casting it. move you.
At Higher Levels (Level 9) Pass into Shadow: You and up to eight willing
The level of spells Shadow Evocation and Reflections of creatures who link hands are transported to or from the
Divinity can mimic increases to 4th level when you reach Plane of Shadow. If traveling from the Plane of Shadow to
shadowcaster level 11 and to 5th level when you reach any plane but the Material Plane, you must have an item
shadowcaster level 15. originating from or tuned to the chosen plane. You can
specify a target destination in general terms, such as the
Dark Terrain City of Brass on the Elemental Plane of Fire or the palace
Apprentice Mystery of Dispater on the second level of the Nine Hells, and you
appear in or near that destination.
Casting Time: 1 action         You can use this mystery to banish an unwilling creature
Range: 30 feet to the plane of shadow. Choose a creature within your
Components: V, S reach and make a melee shadow magic attack against it.
Duration: Concentration, up to 1 minute On a hit, the creature must make a Charisma saving throw.
Ongoing Effect If the creature fails the save, it is transported to a random
Black Fire: You conjure cold fire across the battlefield. location on the Plane of Shadow. A creature so transported
Choose three 5-foot squares within range. Whenever a must find its own way back to your current plane of
creature starts its turn within one of those squares, it must existence.
make a Dexterity saving throw. A creature takes 2d6 cold
damage on a failed save, or half as much on a successful
one.
(Level 3) Clinging Darkness: Grasping tendrils of shadow
fill a 20-foot square on ground that you can see within
range. For the duration, these shadows 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 Strength saving throw or be restrained until
the mystery ends.
        A creature restrained by the shadows can use its action
to make a Strength saving throw against your spell save
DC. On a success, it frees itself.
Ongoing Effect         If a creature marked by this mystery would die, it instead
(Level 11) Voyage into Shadow: You and up to eight willing becomes incapacitated at 0 hit points and is unable to die
creatures who link hands move along the border between for the next minute. During that time, you may use an
the Material Plane and the Plane of Shadow for the action to tear the creatures shadow from its body, imprison
duration. Traversing along the twisted reflections of the it with a gemstone worth at least 500gp per Hit Die of the
Material Plane is much faster than traveling through target, and replace it with a shadow of your own making.
mundane means. You and all creatures with you can travel The creature then regains one hit point and is bound by the
100 miles each hour. You may move back into the Material mystery. If you do not imprison the creature's shadow
Plane at any time, ending the mystery. within 1 minute, the creature dies.
        To use this effect, you must be in an area of dim light or         A creature bound with this mystery retains its
darkness on the Material Plane. While the mystery lasts, personality, hit dice, skill proficiencies, and ability scores,
you and the creatures traveling with you are unable to but loses all class features and special attacks, such as a
interact with creatures or objects on the Material Plane. dragonborn's breath weapon or a fighter's extra attack. If a
spell or ability would charm or frighten the bound creature,
Ebon Walls the controller of that spell or ability must make an ability
Master Mystery check using its spellcasting ability. The DC for this check is
Casting Time: 1 action your shadow magic save DC. On a failed check, the spell or
Range: 60 feet ability fails.
Components: V, S         The bound creature does its best to obey the commands
Duration: Concentration, up to 1 minute of whoever holds the gemstone binding its shadow. When
Ongoing Effect not currently following an order, it defends and preserves
Prison of Night: You create a 20 foot cube-shaped prison of itself to the best of its ability. A creature holding its own
shadow around an area you choose within range. The walls gemstone can command itself. It can't command itself to
of this prison prevent any matter from passing through become stronger or smarter, but can command itself to
them and block any spells cast into or out of the area. perform actions, such as forgetting an event or committing
When you invoke this mystery, any creature that is to a decision. A creature that attunes to the gemstone
completely inside the prison's area is trapped. Creatures containing its shadow regains its class features and special
only partially within the area, or those too large to fit inside attacks.
the area, are pushed away from the center of the area until         If the creature dies, its shadow is pulled from the
they are completely outside the area. gemstone and the mystery ends. Dispel magic cast at 9th
        A creature inside the prison can't leave it by nonmagical level, a wish spell, or the Unravel Dweomer effect of the
means. If the creature tries to use teleportation or Unbinding Shade mystery invoked by a 17th level
interplanar travel to leave the prison, it must first make a shadowcaster can free the creature's shadow by targeting
Charisma saving throw. On a success, the creature can use the gemstone. The mystery ends and the creature dies.
that magic to exit the prison. On a failure, the creature         A gemstone can only have one shadow bound at a time.
can't exit the prison and wastes the use of the spell or If you use a gemstone to bind another creature using this
effect. The prison also extends into the Ethereal Plane, mystery, the mystery ends on the first creature and that
blocking ethereal travel. creature dies.
        Whenever a creature starts its turn within the prison, it         This Mystery can't be used against a creature incapable
must make a Constitution saving throw. A creature takes of casting a shadow, such as a ghost or other incorporeal
2d6 cold damage on a failed save. creature. You can use this mystery to bind your own
(Level 15) Tomb of Night: You attempt to send a creature shadow. When used in this way, you do not have to die
that you can see within range to a harmless demiplane while marked.
between the Material Plane and the Plane of Shadow. The
target must succeed on a Charisma saving throw or be
banished.
        While banished, the target is incapacitated and does not
need to eat, drink, or sleep and does not age. If you
concentrate on this mystery for the full duration, the
creature remains banished. At the end of every 30 days, the
creature can repeat its saving throw against this mystery. If
it succeeds on its saving throw, the banishment ends and
the creature returns to the space it was banished from, or
in the nearest unoccupied space if that space is occupied.
(Level 17) Shadow Bind: You channel a pulse of death
magic through the shadow of a creature within range. The
target must make a Wisdom saving throw. On a failed save,
the target takes 20d6 necrotic damage and is marked for
the duration of the mystery. On a successful save, the target
takes half as much damage and isn't marked.
Ebon Whispers Curtain of Shadows: You create a wall of shadow on a solid
Apprentice Tier Mystery surface within range. You can make the wall up to 60 feet
long, 20 feet high, and 1 foot thick, or a ringed wall 20 feet
Casting Time: 1 action in diameter, 20 feet high, and 1 foot thick. Only creatures
Range: 60 feet that can see in magical darkness can see through the wall.
Components: V, S The wall lasts for the duration.
Duration: Concentration, up to 1 hour         When the wall appears, each creature within its area
Ongoing Effect must make a Dexterity saving throw. On a failed save, a
(Level 3) Pervasive Whisper: You whisper directly to a creature takes 5d8 cold damage, or half as much damage
creature's subconscious mind, planting a simple idea. on a successful save. A creature takes the same damage
Creatures that can't be charmed are immune. The target when it enters the wall for the first time on a turn or ends
must make a Wisdom saving throw. On a failed save, it its turn their.
performs the action. The action can continue for the entire (Level 9) Shadow Play: You gather nearby shadows to
duration. If the activity can be completed in a shorter time, create a complex illusion of a creature. The creature can be
the mystery ends when the subject finishes what it was any species or race you have seen, and you control all
asked to do. You can not give a creature a command that is aspects of its appearance. It appears in a space you can see
directly harmful to it. within range. As an action, you can give the illusion a
(Level 3) Congress of Shadows: You open up conduits of mental command, which it will follow to the best of its
shadow between yourself and a creature you can see within ability. You must be within 100 feet of the illusion to do so.
range. While the mystery lasts, both you and that creature         The illusion can speak and mimic the sounds of
can hear what the other is saying. Additionally, as an creatures, and has limited Intelligence. It can't devise a lie
action, you can hear what the other hears until the start of on it's own, but it can be instructed to tell a specific lie, and
your next turn. During this time, you are deaf in regard to is capable of elaborating without further commands. To do
your own senses. so, it makes an ability check using your
(Level 3) Flicker: You gain the ability to step through Charisma(Deception) modifier.
conduits of shadow. When you invoke this mystery, and as a         Physical interaction with the image reveals it to be an
bonus action on subsequent turns, you can teleport up to illusion, because things can pass through it. A creature that
15 feet. To do this, you must be standing in an area of dim uses its action to examine the image can determine that it
light or shadow. is an illusion with a successful Intelligence (Investigation)
        If you would arrive in a place already occupied by an check against your shadow magic save DC. If a creature
object or a creature, or in a space filled with bright light, discerns the illusion for what it is, the creature can see
you take 1d6 force damage and the mystery fails to teleport through the image, and its other sensory qualities become
you. faint to the creature.
At Higher Levels
The number of creatures Congress of Shadows can target
increases to 3 when you reach shadowcaster level 6, 5 when
you reach shadowcaster level 9, 7 when you reach
shadowcaster level 12, and 9 when you reach shadowcaster
level 15.
Eclipsed Visions
Initiate Mystery
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 hour
Ongoing Effect
Veil of Shadows: For the duration, all creatures in a 10-foot-
radius sphere centered on a point or willing creature you
choose within range become invisible. Anything a creature
within the sphere is wearing or carrying is invisible as long
as it is on the creature s person. This mystery ends for a
creature when it leaves the area, or when it attacks, casts a
spell, or invokes a mystery.
        If this mystery targets a creature, the sphere moves with
that creature.
Elemental Shadows Eyes in the Dark
Initiate Mystery Apprentice Mystery
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Ongoing Effect Immediate Effect
Aura of Shade: Each creature you choose within range has Killing Shadows: Your eyes blacken as a flood of shadow
resistance to fire and cold damage for the duration. pours out of them. Each creature in a 20-foot cone must
Dark Storm: You fill the air above with dark storm clouds. make a Dexterity saving throw. A creature takes 3d6 cold
When you invoke this mystery, choose up to 3 creatures damage on a failed save, or half as much damage on a
you can see within range. Bolts of black lightning strike the successful one.
targeted creatures. Each creature targeted must make a Ongoing Effect
Dexterity saving throw. A creature takes 3d6 lightning
damage and 3d6 cold damage on a failed save, or half as Bend Perspective: Your shadow moves about on its own,
much damage on a successful one. On each of your turns allowing you to see the world from a different location.
until the mystery ends, you can use your action to call When you invoke this mystery and as a bonus action on
lightning down in this way again, targeting the same each of your turns, you can switch between seeing through
creatures or different ones. your own eyes or seeing from a point of your choice within
Winds and Tides: For the duration, you can reach into the range. If you choose both this effect and Killing Shadows,
Plane of Shadow, shaping the reflection of the world you can have Killing Shadows originate from the chosen
around you and manifesting those changes in an area you point.
choose that is a cube up to 100 feet on a side. Choose one Piercing Sight: One willing creature of your choice within
of the following effects when you invoke this mystery. As an range gains Darkvision out to 60 feet. Additionally, that
action on your turn, you can repeat the same effect of creature can see invisible creatures and objects as if they
choose a different one. were visible, and can see into the Ethereal Plane. Ethereal
Flood: You cause the water level of all standing water in the creatures and objects appear ghostly and translucent.
area to rise by as much as 20 feet. If the area includes a At Higher Levels
shore, the flooding water spills over onto dry land. If you The damage Killing Shadows deals increases to 6d6 at
choose an area in a large body of water, you instead create shadowcaster level 5, to 9d6 at shadowcaster level 9, 12d6 at
a 20-foot tall wave that travels from one side of the area to shadowcaster level 13, and 15d6 at shadowcaster level 17.
the other and then crashes down. Any Huge or smaller
vehicles in the wave's path are carried with it to the other Eyes of the Night Sky
side. Any Huge or smaller vehicles struck by the wave have Master Mystery
a 25 percent chance of capsizing. The water level remains
elevated until the spell ends or you choose a different Casting Time: 1 action
effect. If this effect produced a wave, the wave repeats on Range: Self
the start of your next turn while the flood effect lasts. Components: V, S
Part Water: You cause water in the area to move apart and Duration: Concentration, up to 1 hour
create a trench. The trench extends across the spell's area, Ongoing Effect
and the separated water forms a wall to either side. The Truth Revealed: You see the world as it is. For the duration,
trench remains until the spell ends or you choose a you have truesight, notice secret doors hidden by magic,
different effect. The water then slowly fills in the trench and can see into the Ethereal Plane, all out to a range of
over the course of the next round until the normal water 120 feet. Additionally, you can see any creature within 120
level is restored. feet, so long as it is not blocked by more than 3 feet of
Gusts: A wind picks up within the cube, continually blowing stone, 6 inches of common metal, a thin sheet of lead, or 5
in a horizontal direction that you choose. You choose the feet of wood or dirt. Creatures appear as a faintly glowing
intensity of the wind: calm, moderate, or strong. If the wind silhouette. Highly alert creatures glow brighter than
is moderate or strong, ranged weapon attacks that that distracted or sleeping creatures.
enter of leave the cube or pass through it have
disadvantage on their attack rolls. If the wind is strong, any
creature moving against the wind must spend 1 extra foot
of movement for each foot moved.
At Higher Levels
The damage dark storm deals increases to 5d6 lightning
damage and 5d6 cold damage when you reach shadowcaster
level 11 and to 7d6 lightning damage and 7d6 cold damage
when you reach shadowcaster level 15.
(Level 15) Peer Through the Veil: You enter a trance in (Level 3) Sight Eclipsed: You darken a creature's vision,
which you can peer through the shadows on any plane. blinding it for a time. Choose one creature that you can see
Focus on a creature. The target must make a Wisdom within range to make a Wisdom saving throw. If it fails, the
saving throw, which is modified by how well you know the target is blinded for the duration. At the end of each of its
target, the sort of physical connection you have to it, and turns, the target can make a Wisdom saving throw. On a
the light level the creature is in. If the target is on the same success, the mystery ends.
plane as you, it has disadvantage on this saving throw. If a (Level 5) Nightfall: You gain the ability to attack the minds of
target knows you're invoking this mystery, it can fail the other creatures directly, filling them with lethargy and
saving throw voluntarily if it wants to be observed. lulling them into an unwilling slumber. When you invoke
this mystery and as an action on each of your turns until
Knowledge - Save Modifier the mystery ends, you can attempt to put a creature within
Secondhand (you have heard of the target) - +5 range asleep. The target must make Wisdom saving throw.
Firsthand (you have met the target) +0 On a failed save, the creature falls unconscious. It wakes
Familiar (you know the target well) - -5 up if it takes any damage or if another creature uses its
Connection - Save Modifier action to shake the sleeper awake. You can't target a
Likeness or picture - -2 creature that has succeeded a saving throw against this
Possession or garment - -4 invocation of Gloaming Dreams.
Body part, lock of hair, bit of nail, or the like - -10 Heart and Soul
Master Mystery
Light Level - Save Modifier
Bright Light - +2 Casting Time: 1 action
Dim Light - +0 Range: 30 feet
Darkness - -2 Components: V, S
Duration: Concentration, up to 1 hour
        On a successful save, the target isn't affected, and you Immediate Effect
can't use this mystery against it again for 24 hours.
        On a failed save, you can see and hear through the (Level 17) Scream of Anarchy: You release a mental shriek,
creature's shadow as if you were there. Their shadow compelling nearby creatures to attack. Each creature
moves with the target as usual, even if it can't be seen. A within 20 feet of a point you can see within range must
creature that can see Invisible Objects sees a luminous make a Wisdom saving throw. On a failed save, a creature
outline around the shadow. uses its next turn to move up to its speed and attack the
        Instead of targeting a creature, you can choose a location nearest creature.
you have seen before as the target of this mystery. When Ongoing Effect
you do, you peer through a shadow of the DM's choice at Compulsion: You attempt to invade the mind of a humanoid
that location. within range. It must succeed on a Wisdom saving throw
(Level 17)Reflections of Things to Come: You gain a or be charmed by you for the duration.
limited ability to see into the immediate future. For the         While the target is charmed, you have a telepathic link
duration, you can't be surprised and have advantage on with it as long as the two of you are on the same plane of
ability checks, attack rolls, and saving throws. Additionally, existence. You can use this telepathic link to issue
other creatures have disadvantage on attacks against you. commands to the creature while you are conscious (no
        You can use your reaction to discharge this mystery action required), which it does its best to obey. You can
when you are hit by an attack. If you do, the attack misses specify a simple and general course of action, such as
instead and the mystery ends. You can also use your Attack that creature, Run over there, or Fetch that object. If
reaction to discharge this mystery when you fail a saving the creature completes the order and doesn't receive
throw. If you do, reroll the saving throw and the mystery further direction from you, it defends and preserves itself to
ends. You must use the new roll. the best of its ability.
Gloaming Dreams         Each time the target takes damage, it makes a new
Apprentice Mystery Wisdom saving throw against the mystery. If the saving
Casting Time: 1 action throw succeeds, the mystery ends.
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Ongoing Effect
Mesmerizing Shade: You create a distracting phantom that
seems to exist just beyond a creature's vision. Choose one
creature that you can see within range to make a Wisdom
saving throw. On a failed save, that creature has
disadvantage on attack rolls and Dexterity saving throws
for the duration.
(Level 15) Puppet: One creature that you can see within Sight Obscured
range must make a Wisdom saving throw. On a failed save Fundamental Mystery
you move to it and hide within its shadow and posses it. Casting Time: 1 action
While hiding within its shadow, you can not be targeted by Range: Touch
any attack, spell, or other effect. Additionally the creature's Components: S
shadow can not be removed by shining a light on it. Duration: Concentration, up to 1 minute
        While possessing a creature, you control the creature's
body, but don't deprive the target of awareness. You see You touch one willing creature. Once before the
what the creature sees, hear what it hears, and feel what it fundamental ends, the target can roll a d6 and add it to a
feels. When the creature takes damage, you must make a Dexterity (Stealth), Dexterity (Sleight of hand), or Charisma
Constitution saving throw to concentrate on the mystery as (Deception) check of their choice. It can roll the die before or
though you had taken the damage. after making the ability check. The fundamental then ends.
        The possession lasts until the creature drops to 0 hit
points, you use a bonus action to end it, or the mystery Summon Shadow
ends. When the possession ends, you appear within 5 feet Apprentice Mystery
of the creature in an unoccupied space of your choice. If Casting Time: 1 action
the possession ends for any reason other than you used a Range: 30 feet
bonus action to end it, you fall prone within that space. Components: V, S
Investiture of Shadow Duration: Concentration, up to 1 minute
Initiate Mystery Immediate Effect
Casting Time: 1 action (Level 5) Transpose Shadow: You switch places with your
Range: Self shadow. Your shadow must be within 100 feet. When you
Components: V, S use this effect as a reaction, any attack or spell that would
Duration: Concentration, up to 10 minutes have targeted you instead targets your shadow, and any
Ongoing Effect attack or spell that would have targeted your shadow
Discretion: You gather the shadows about your form, gaining instead targets you.
the following benefits for the duration: Freezing Grasp: You move your shadow up to thirty feet to
an unoccupied space you can see and make a melee
You are invisible. Anything you are wearing or carrying is shadow magic attack against one creature within five feet
invisible as long as it is on your person. of it. On a successful hit, the target takes 2d6 cold damage.
You have a flying speed of 30 feet. Ongoing Effect
You can use your action to discharge this mystery. When
you do, you teleport to a space within 100 feet of you that Doppleganger: You create a shadowy copy of yourself in an
you can see and the mystery ends. unoccupied space that you can see within range. The
shadow is an object that has an AC of 10 and hit points
(Level 11) Valor: You gather the shadows about you into a equal to half your hit point maximum. If it drops to 0 hp,
terrifying winged visage. For the duration you gain the the mystery ends.
following benefits:         While the mystery lasts, you may use a bonus action on
You are immune to cold damage and have resistance to each of your turns to use Transpose Shadow or Freezing
fire and radiant damage. Grasp. Additionally, you may use Transpose Shadow as a
You have a flying speed of 30 feet. reaction to you or the shadow being targeted by an attack
Your attacks deal an additional 1d6 cold damage. or spell.
You can use your action to discharge this mystery. When At Higher Levels
you do, each creature within 15 feet of you must make a The damage dealt by Freezing Grasp increases to 2d6 at
Wisdom saving throw. On a failed saving throw, a creature shadowcaster level 5, 3d6 at shadowcaster level 9, 4d6 at
takes 6d6 psychic damage and is frightened until the end shadowcaster level 13, and 5d6 at shadowcaster level 17.
of its next turn.
Liquid Night Touch of Twilight
Fundamental Mystery Apprentice Mystery
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You reach into nearby shadows and pull out a small supply Immediate Effect
of ink. As an action, you can fill a container with enough ink Life Fades: Make a melee shadow magic attack against a
to fill a single page. You can also create the ink directly on a creature you can reach. On a hit, the target takes 3d8
surface, writing up to ten words with a single invocation of necrotic damage.
this fundamental.
Ongoing Effect Immediate Effect
Flesh Fails: The creature hit by Life Fades must make a Pierce Lies: When you invoke this mystery, you immediately
Constitution saving throw. On a failed save, the creature know if one statement spoken within range was truth or a
gains one level of exhaustion for the duration. If you lie.
concentrate for the full duration, the level of exhaustion Ongoing Effect
remains after the mystery ends.
Spirit Falters: The creature hit by Life Fades must make a (Level 3) Thoughts of Shadow: You bestow one target
Constitution saving throw. On a failed save, the creature is creature within range with enhanced mental capabilities.
slowed for the duration. The creature's speed is halved, it For the duration, that creature has advantage on your
takes a -2 penalty to AC and Dexterity saving throws, and it choice of Charisma, Intelligence, or Wisdom Checks.
can't use reactions. Regardless of the creature's abilities or Hinder Duplicity: For the duration, all other creatures within
magic items, it can't make more than one melee or ranged range have disadvantage on Charisma(Deception) and
attack during its turn. Charisma(Intimidation) checks.
        A creature affected by this spell makes another Unbinding Shade
Constitution saving throw at the end of its turn. On a Initiate Mystery
successful save, the mystery ends.
Casting Time: 1 action
At Higher Levels Range: Touch
The damage dealt by Flesh Fails increases to 5d8 at Components: V, S
shadowcaster level 5, 7d8 at shadowcaster level 9, 9d8 at Duration: Instantaneous
shadowcaster level 13, and 11d8 at shadowcaster level 17. Immediate Effect
Additionally, at shadowcaster level 9, Flesh Fails causes 2
levels of exhaustion, or 1 on a successful saving throw. Shadows Fade: You touch a creature within reach. Any spell
of 4th level or lower and any apprentice tier mystery on the
Umbral Arrow target ends. For each spell of 4th level or higher or Initiate
Fundamental Mystery tier mystery, make an ability check using your
Casting Time: 1 action shadowcasting ability. The DC equals 10+ the spell's level,
Range: 120 feet or 15 for initiate tier mysteries. On a successful check, the
Components: S spell or mystery ends.
Duration: Instantaneous Dismiss into Darkness: Make a melee shadow magic attack
against a celestial, an elemental, a fey, a fiend, or an undead
You fire a shard of hardened shadowstuff at a creature you can reach. On a hit, you attempt to drive the creature
within range. Make a ranged shadow magic attack against the back to its home plane. The creature must succeed on a
target. On a hit, the target takes 1d8 piercing damage. This Charisma saving throw or be sent back to its home plane (if
fundamental counts as a ranged weapon for the sneak attack it isn't there already). Undead are sent to the Plane of
class feature. Shadow, and fey are sent to the Feywild.
This fundamental's damage increases by 1d8 when you (Level 11) Unravel Dweomer: You touch a creature within
reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). reach. Each effect causing the creature to be charmed,
frightened, paralyzed, petrified, or possessed ends. This
Umbral Grasp effect also ends any spell that says it can be ended by the
Fundamental Mystery Greater Restoration spell, such as Feeblemind and Modify
Casting Time: 1 action Memory.
Range: 30 feet Vanishing Act
Components: S Apprentice Mystery
Duration: Instantaneous
Casting Time: 1 action
You create a long tendril of shadow that lashes out at your Range: 60 feet
command toward a creature or unattended object in range. A Components: V, S
large or smaller creature targeted by this fundamental must Duration: Concentration, up to 1 hour
make a Strength saving throw. On a failure, that creature is
pulled up to 10 feet closer to you. An object weighing no Immediate Effect
more than 30 pounds targeted with this fundamental is Hide Tracks: You release a wave of shadow magic that
pulled up to 30 feet you. travels in every direction, blurring the presence of
creatures in the area. All footprints, scents, and similar
Umbral Mind signs of passing within range fade from view.
Apprentice Mystery
Casting Time: 1 reaction, which you take in response to a
creature within range speaking
Range: 30 feet
Components: S
Duration: Concentration, up to 1 hour
Ongoing Effect Ongoing Effect
(Level 3) Hideaway: You create a small doorway in an area Dream: A creature affected by Waking Sleep can use its
of shadow within range. The doorway looks no different action to enter the dreams of another sleeping creature and
than the area surrounding it, though True Seeing or a deliver a message. It can enter the dreams of a target
similar effect reveals the area as transparent. creature it can see, or those of a creature it knows that is
        You can only make the doorway as large as the shadow asleep on the same plane. The creature appears in the the
you touch, and it must be no smaller than a 2 foot square. A target's dreams and can converse with the target as long as
creature that walks through the doorway finds themselves it remains asleep, through the duration of the mystery. The
in a simple extradimensional space. Attacks and spells target recalls the dream perfectly upon waking.
can't cross through the doorway, but creatures inside can (Level 9) Nightmare: A creature affected by Waking Sleep
see out of it. The space is large enough to hold eight can use its action to enter the dreams of another sleeping
medium or smaller creatures. creature and create a nightmare. It can enter the dreams of
        The doorway and the area beyond last for the duration. a target creature it can see, or those of a creature it knows
Light can not remove the shadows from the doorway, but that is asleep on the same plane. The creature appears in
can remove the surrounding shadows, revealing the exact the the target's dreams as a monstrous entity and can
location and shape of the doorway. Anything inside the deliver a message of no more than ten words. The target
space is ejected to the nearest unoccupied space when the must then make a Wisdom saving throw. On a failed save,
mystery ends. the nightmare takes root and lasts for the duration of the
(Level 3) Silent as a Shadow: For the duration, each target's sleep, preventing it from gaining any benefit from
creature you choose within range (including you) has a +10 that rest.
bonus to Dexterity (Stealth) checks.         Once this effect has been used, it can't be used again
Walk amongst dreams with the same invocation of this mystery.
Initiate Mystery
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 Hours
Immediate Effect
Waking Sleep: One willing creature you touch immediately
falls asleep. While asleep, the creature's consciousness
leaves its body and exists within an identical but
incorporeal dream body. It gains a flying speed of 30 feet
and is invisible. It can pass through solid objects, but can
not interact with the material world in any way.
        A creature can use it's action to wake up, ending the
mystery. The mystery also ends and the creature wakes if
the creature's real body takes damage, or if the dream body
is targeted by a dispel magic spell or similar effect.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
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This work contains material that is copyright Wizards of
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William Jones and published under the Community Content
Agreement for Dungeon Masters Guild.

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