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Shadow Summoner

young man in white robes throws forward Shadow Summoners tend to get involved in cults, their

A
an arm, a phantom in a robes firing magic Shadow Monsters fitting whatever foul creature they
from its staff. A woman in leather armor worship. However, not all Shadow Summoners have
orders a great dragon with green eyes in such dark intent; many are simply driven by greed and
shackles to defend her. These are Shadow use their power to win at games of chance, and a select
Summoners, people who have unearthed few use their power to protect the weak or fight for
ancient arts to create and summon powerful justice.
Monsters to fight at their side. Using decks of cards,
they can channel their magical power to bring forth “Shadow Summoners are nothing but trouble - they’re either
mighty creatures called Shadow Monsters using energy twisted cultists worshiping some awful thing in the dark or
from the Shadowfell that serve their whims and fight gamblers looking to scam you out of coin.” — Elaith Craulnober,
alongside them in battle. owner of Tymora’s Fancy in Waterdeep.

Manipulators of the
Shadowfell
Shadow Summoners draw upon the power of the
Shadowfell through ancient rituals of blood and magic
to infuse common playing cards with the energy of that
dreadful plane, turning numbers and suites into the
visages of horrifying monsters or storying powerful
spells within for later use.
Unlike Artificers, who might use tools infused with
magic to store their spells and channel their power,
Shadow Summoners rely on their Shadow Decks to not
only summon Shadow Monsters to fight on their behalf,
but also as a focus for their spells. By channeling the
power of the Shadowfell, Shadow Summoners can
force their foes to play deadly Shadow Games with their
souls on the line.
Fate’s Chosen Warriors
Shadow Summoners don’t just use their power to fight
battles; they are also skilled manipulators of fate itself.
A Shadow Summoner can turn the tides of battle in
their favor at their lowest point, deal savage strikes at a
crucial moment, or avoid death by the skin of their
teeth. Shadow Summoners are said to be chosen by
fate, for only someone so chosen could survive the
constant use of the power of the Shadowfell unscathed.
Whether this is true or not is up for debate; many see
Shadow Summoners as either very lucky or so
intelligent they’re thinking three to four steps ahead of
their foe.
Shadow Mages
The power of the Shadowfell also grants Shadow
Summoners the benefit of powerful magics. They
mostly use this power to summon even more creatures
to fight at their side, but some focus on offensive or
defensive magics instead, fighting alongside or
bolstering the power of their Shadow Monsters.

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Favored Shadow Monster
Shadow Summoners have a favored type of Shadow
Monster. Some favor powerful spellcasters that
resemble humans with bluish-green skin, others prefer
great dragons with shining bluish-white scales, and
others still prefer the company of warriors.
What is your Shadow Summoner’s favorite type of
Shadow Monster?
d6 Monster Type
1 Mages.
2 Dragons.
3 Armor-clad warriors.
4 Wild Beast.
5 Fiends.
6 Aberrations.

Card Back
Shadow Summoners style the backs of their cards with
their magic, reflecting their personality and favored
magic.
What do the backs of your character’s Shadow Cards
look like?
d6 Card Back
1 A reddish-brown vortex.
2 Blue lightning sparking outwards in vicious bolts.
3 A burning red flame
4 A shining, golden mote of light with rays stretching outward.
5 Wisps of black shadow over a deep violet.
6 A greenish-blue tornado carrying feathers on its wake.

Drive
All Shadow Summoners have a reason for taking up
their craft. Some might do it to feed a gambling habit,
others might seek pure power.
Why is your character a Shadow Summoner? What
drives them forward?
d6 Drive
1 I found an artifact that contains the spirit of a long-dead
king. I seek to live up to his greatness.
2 I want to be the strongest there ever was; nothing will stand
in my way!
3 A spirit from the Shadowfell warned me of a coming
calamity. I seek power to stop it.
4 My grandfather passed his Shadow Deck on to me with his
dying breath. I seek to live up to his legacy.
5 I owe a debt from gambling, and if I can’t use this power to
repay it a family member of mine will be killed.
6 I worship a dark being from the Shadowfell. I seek to earn
their recognition and attain greater power.

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The Shadow Summoner
Shadow Support — Spell Slots Per Spell Level —
Level Proficiency Bonus Features Monsters Cards Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Shadow Deck 1 - 2 — — — — —
2nd +2 Support Card, Battle Sense 1 1 2 2 — — — —
3rd +2 Summoning Style, Shadow Ace 2 2 2 3 — — — —
4th +2 Ability Score Improvement 2 2 2 3 — — — —
5th +3 Summoning Style Feature 3 3 2 4 2 — — —
6th +3 My Body as a Shield 3 3 2 4 2 — — —
7th +3 Sudden Reversak 4 4 2 4 3 — — —
8th +3 Ability Socre Improvement 4 4 2 4 3 — — —
9th +4 Summoning Style Feature 5 5 2 4 3 2 — —
10th +4 Ability Socre Improvement 5 5 3 4 3 2 — —
11th +4 Chains of Fate 6 6 3 4 3 3 — —
12th +4 Ability Socre Improvement 6 6 3 4 3 3 — —
13th +5 - 7 7 3 4 3 3 1 —
14th +5 Quick-Play 7 7 4 4 3 3 1 —
15th +5 Summoning Style Feature 8 8 4 4 3 3 2 —
16th +5 Ability Socre Improvement 8 8 4 4 3 3 2 —
17th +6 - 9 9 4 4 3 3 3 1
18th +6 Heart of the Cards 9 9 4 4 3 3 3 1
19th +6 Ability Socre Improvement 10 10 4 4 3 3 3 2
20th +6 Shadow Master 10 10 4 4 3 3 3 2

Class Features
Hit Points Creating a Shadow Summoner
Hit Dice: 1d8 per Shadow Summoner level As you create your shadow summoner character,
8 + your Constitution modifier
Hit Points at 1st Level:
consider their attitude towards combat and their
Hit Points at Higher Levels:1d8 (or 5) + your favored Shadow Monsters. Are they arrogant and proud,
Constitution modifier per Shdaow Summoner level favoring Shadow Monsters that mirror that pride? Or
after 1st are they humble, using their Monsters to protect the
Proficiencies weak and innocent?
Armor: Light armor, Shields Why does your Shadow Summoner fight? Are they
Weapons: Simple weapons, Scimitars, Whips seeking to be the strongest in the world? Do they want
Tools: Playing Cards revenge against an old gambling rival? Or do they seek
Saving Throws: Intelligence, Carisma to improve the world around them?
Skills: Choose three from Arcana, Deception, History,
Insight, Intimidation, Perception, Performance, and Quick Build
Sleight of Hands You can make a shadow summoner quickly by following
Equipment these suggestions. First, make Intelligence your highest
You start with the following equipment, in addition to ability score, followed by Constitution. Second, choose
the equipment granted by your background: the Charlatan or Noble background.
(a) any two Simple Weapons of your choice or (b) A Multiclassing
Whip or (c) a Scimitar. Intelligence 13
a suit of leather armor Ability Score Minimum:
When you gain a level in a class other than your first,
a shield you gain only some of that class’s starting proficiencies.
(a) a Scholar´s pack or (b) an Explorer´s pack Armor: light armor, shields
Alternatively, you may start with 5d4 x 10 gp to buy Weapons: Simple Weapons, Scimitars, Whips
your own equipment. Tools: Playing Cards

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Spellcasting Ritual Casting

Through rituals contacting dark powers from the You can cast a shadow summoner spell as a ritual if that
Shadowfell, you have gained the ability to cast spells. spell has the ritual tag and you have the spell prepared.
See Chapter 10 of the Player’s Handbook for the Spellcasting Focus
general rules of spellcasting. You can use a deck of Playing Cards as a spellcasting
Cantrips (0-Level Spells) focus for your shadow summoner spells.
You know two cantrips of your choice from the Shadow Shadow Deck
Summoner spell list on page 13 of this document. You At 1st level, you gain the ability to transform a mundane
learn additional Shadow Summoner cantrips of your deck of cards into a Shadow Deck. The faces of these
choice at higher levels, as shown in the Cantrips Known cards are replaced with empty rectangular frames, and
column of the Shadow Summoner table. if there are more than 20 cards in this deck a number of
Preparing And Casting Spells cards vanish until there are 20 remaining.
The Shadow Summoner table shows how many spell Shadow Monsters
slots you have to cast your Shadow Summoner spells. At 1st level, one card from your Shadow Deck is imbued
To cast one of your Shadow Summoner spells of 1st with a Shadow Monster. You gain additional Shadow
level or higher, you must expend a slot of the spell’s Monsters at certain levels as shown on the Shadow
level or higher. You regain all expended spell slots when Monsters column of the shadow summoner class table.
you finish a long rest. You may only have one Shadow Monster summoned at
You prepare the list of Shadow Summoner spells that a time, and summoning a new shadow monster replaces
are available for you to cast, choosing from the Shadow the currently summoned shadow monster.
Summoner spell list. When you do so, choose a number
of Shadow Summoner spells equal to your Intelligence On your turn, you can use your Action to summon a
modifier + half your Shadow Summoner level, rounded Shadow Monster. A Shadow Monster you summon is
down (minimum of one spell). The spells must be of a friendly to you and your companions, and obeys your
level for which you have spell slots. commands. See this creature’s game statistics in the
For example, if you are a 5th-level Shadow Summoner, shadow monster stat block on page 7 of this document,
you have four 1st-level and two 2nd-level spell slots. which uses your proficiency bonus (PB) in several
With an Intelligence of 14, your list of prepared spells places. You determine the creature’s appearance and
can include four spells of 1st or 2nd level, in any whether it has two legs or four; your choice has no
combination. If you prepare the 1st-level spell Hellish effect on its game statistics.
Rebuke, you can cast it using a 1st- level or a 2nd-level
slot. Casting the spell doesn’t remove it from your list of In combat, a shadow monster shares your initiative
prepared spells. count, but it takes its turn immediately after yours. It
You can change your list of prepared spells when you can move and use its reaction on its own, but the only
finish a long rest. Preparing a new list of Shadow action it takes on its turn is the Dodge action, unless
Summoner spells requires time spent focusing on your you take a bonus action on your turn to command it to
Shadow Deck and summoning power from it: at least 1 take another action. That action can be one in its stat
minute per spell level for each spell on your list. block or some other action. If you are incapacitated, a
Spellcasting Ability shadow monster can take any action of its choice, not
Intelligence is your spellcasting ability for your Shadow just Dodge.
Summoner spells. Despite drawing from the
Shadowfell’s power, you must use strategy and a keen When a shadow monster is reduced to 0 hit points or
intellect to hone and focus that power. You use your you replace it with another shadow monster, it perishes,
Intelligence whenever a spell refers to your spellcasting and you cannot summon that shadow monster again
ability. In addition, you use your Intelligence modifier until you finish a long rest.
when setting the saving throw DC for a Shadow Shadow Infusions
Summoner spell you cast and when making an attack All Shadow Monsters you have in your Shadow Deck
roll with one. can have a number of Shadow Infusions equal to your
Spell save DC = 8 + your proficiency bonus + your Proficiency Bonus from the list on page 13 of this
Intelligence modifier document.
Spell attack modifier = your proficiency bonus + your When you gain a level in this class, you can change what
Intelligence modifier Shadow Infusions your Shadow Monsters have.
Changing a Shadow Infusion takes 1 hour per infusion
changed focusing on your Shadow Deck.

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Battle Sense Shadow Ace
At 2nd level, you gain the ability to sense your At 3rd Level, one of your shadow monsters becomes
opponent’s next move and react accordingly. You can your ace. Choose one shadow monster; it gains the
give yourself a bonus to your initiative rolls equal to your following benefits:
Intelligence modifier.
Additionally, if a creature within 5 feet of your shadow Its AC is calculated as 13 + half of Your intelligence
monster other than your shadow monster or yourself is Modifier (rounded up, minimum 1) + your
the target of an attack, you can use your reaction to proficiency bonus.
make the shadow monster the target of the attack. You Its hit points are calculated as 3 + your intelligence
may do this a number of times equal to your proficiency modifier + six times your shadow summoner level
bonus, and regain all expended uses at the end of a long Its hit dice are d10s.
rest. Its strength, dexterity, and constitution are increased
by 2
Support Cards The damage dealt by its attack is increased to 1d10 +
Starting at 2nd level, you learn how to infuse your spells PB
into cards in your Shadow Deck. At the end of a Long It can have one extra shadow infusion.
Rest, you can choose spells equal to the number listed When it would be reduced to 0 hit points, it is reduced
on the Support Cards table. These spells must meet the 1 hit point instead You must finish a Long Rest for your
following requirements: ace to use this feature again.
The spell must be of a level you can cast. Ability Score Improvement
The spell must be one you have prepared
When you reach 4th level, and again at 8th, 10th, 12th,
The spell must not come from your subclass
The spell’s casting time must be 1 action or 1 16th, and 19th level, you can increase one ability score
reaction of your choice by 2, or you can increase two ability
The spell must not have the ritual tag. scores of your choice by 1. As normal, you can’t
The spell must not have the concentration tag. increase an ability score above 20 using this feature.
The spell’s duration must be instantaneous or 1
Additionally, You can Replace one cantrip you learned
round.
from this class’s Spellcasting feature with another
If the spell has a material component, it must not be cantrip from the Shadow Summoner spell list
consumed by the spell or have a cost. My Body as a Shield
A creature that holds this card can cast this spell
without material components. Spells cast in this way Starting at 6th level, when one of your shadow
use your intelligence modifier as its spellcasting monsters is reduced to 0 hit points, you gain temporary
modifier. Once a support card has been used to cast a hit points equal to 2 x your level in the shadow
spell, it cannot be used to cast that spell until you finish summoner class.
a long rest.
Sudden Reversal
Summoning Style
At 3rd level, you choose the type of Summoning Style At 7th level, you learn how to turn the tables on your
you use, each of which is detailed later in this foes. When a creature within 30 feet of you other than
document. Your choice grants you features at 5th level your shadow monster is hit with an attack, you can use
and again at 9th and 15th level your reaction to force the attacker to re-roll their attack,
potentially turning a hit into a miss.
You can use this feature a number of times equal to
your proficiency bonus, and regain all expended uses
when you finish a long rest.

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Chains of Fate Shadow Monster
When you reach 11th level, you learn how to increase Statblock
the speed at which your support cards work. Any spell
cast using a support card that has a casting time of 1
action can be cast as a bonus action instead, but must
obey all the other restrictions listed under the support Shadow Monster
card feature.
Additionally, you may infuse a spell into a support card Medium humanoid, Unaligned

if it has a casting time of 1 bonus action, but it must Armor Class 13 + your proficiency bonus
meet all the other requirements for a support card. Hit Points 2 + your intelligence modifier + five times your
shadow summoner level (the shadow monster has a number
Shadowfell Banishment of Hit Dice [d8s] equal to your shadow summoner level)
At 14th level, you learn how to send your foes to the Speed 30ft.

Shadowfell You learn the Banishment spell, and it does STR DEX CON INT WIS CHA
not count against the number of shadow summoner
spells you have prepared 12 (+1) 14 (+2) 14 (+2) 6 (-2) 10 (-0) 6 (-2)

When you cast Banishment on a creature, you can Saving Throws Strength +1 plus PB, Constitution, 2 plus PB
expend one support card of 4th level or higher to send Skills Athletics +2 plus PB, Perception +0 plus PB x 2
the target to the shadowfell If you do so, the creature Damage Resistances N/A
take 6d8 psychic damage on a failed save or half as Damage Immunities N/A
much on a successful one Condition Immunities exhaustion
Senses darkvision 60 ft., passive perception 10 + (PB x 2)
Heart of the Cards Languages understands the languages you speak
Proficiency Bonus equals your proficiency bonus
At 18th level, you can turn fate in your favor. If you or a
creature within 30 feet of you fails a skill check or
saving throw, you may expend one of your support cards Vigilant. The shadow monster can’t be surprised.
as a reaction. If you do, that creature automatically Actions
succeeds on that skill check of saving throw.
You must finish a Long Rest to use this feature again. - Unarmed Strike. Melee Weapon Attack: your spell attack
modifier to hit, reach 5ft., one target. Hit 1d6 + PB
bludgeoning damage.
King of Shadows
At 20th level, you master your power. You gain the
following benefits:
You automatically succeed on any ability check made
using playing cards. This could mean that you always
pull a 21 in blackjack, or you never fail to do a card
trick.
If your ace would be reduced to O hit points, you can
choose to take the damage yourself. You have
resistance to the damage that you take using this
feature when you use it.
Your shadow monsters all gain +1 AC, and you gain
+1 AC when you summon a shadow monster. You
keep this bonus to AC until that shadow monster is
destroyed or there are no more hostile creatures
remaining.
You no longer need to expend a support card to deal
psychic damage with your Shadowfell Banishment
feature

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Commander Style
Those who use Commander Style are usually arrogant
and proud. They tend to believe in the sharpness of their
intellect and their ability to lead others to an absurd
degree, and their monsters tend to be regal in
appearance or serve their own personal vanity such as
dragons or knights that resemble their masters.
Style Spells
You always have certain spells prepared after you reach
particular levels in this class, as shown in the Style
Spells table. These spells count as shadow summoner
spells for you, but they don’t count against the number
of shadow summoner spells you prepare.
Shadow Summoner Level Spells
3th Charm Person, Heroism
5th Fortune Favor, Suggestion
9th Aura of vitality, Fear
13th Aura of life, Confusion
17th Dispel evil and good, Geas

Commander´s Orderes
At 3rd level, you gain the ability to issue orders to
others. You can take the Help action as a Bonus Action,
and it gains a range of 15 feet for you.
Additionally, once per turn, when a shadow monster you
control makes an attack, it can gain a bonus to its attack
roll equal to your Intelligence Modifier.
Commander´s Aura
At 5th level, creatures of your choice other than your
Shadow Monster within 15 feet of you may add half of
your Intelligence modifier (rounded down, minimum 1)
to any saving throw they make with which they are not
proficient.
At 15th level, the radius of this aura increases to 30 feet.
Commander´s Ferocity
At 9th level, you gain the ability to instill fear in others.
As an Action, you may choose creatures equal to your
proficiency bonus within 30 feet of you that can see and
understand you. Those creatures have disadvantage on
attack rolls against any creatures other than you and
your shadow monsters for one minute. you must stay
within 60ft of affected creatures to maintain the effect
You may use this feature a number of times equal to
your proficiency bonus, and regain all expended uses at
the end of a Long Rest.
Commander´s Bravado
At 15th level, when you fail a skill check or saving
throw, you may choose to succeed instead.
You must finish a long rest to use this feature again.
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Holy Style
Those who use Holy Style focus on protecting their
allies in battle. They have the ability to cast holy magic
to heal allies and debilitate foes. The shadow monsters
of Holy Style shadow summoners tend to look like
angels, be it true celestials or fallen angels.
Style Spells
You always have certain spells prepared after you reach
particular levels in this class, as shown in the Style
Spells table. These spells count as shadow summoner
spells for you, but they don’t count against the number
of shadow summoner spells you prepare.
Shadow Summoner Level Spells
3th Bless, Cure wounds
5th Lesser Restoration, Moonbeam
9th Beacon of hope, Daylight
13th Aura of purity, Guardian of faith
17th Mass cure wounds, Reincarnate

Holy Magic
At 3rd level, you learn one Cantrip from the Cleric Spell
List. This Cantrip counts as a shadow summoner spell
for you and does not count against your total number of
Cantrips Known. You learn an additional cleric Cantrip
at 9th Level. You can change which Cantrips you know
from this feature like any other cantrip.
Holy Light
At 5th level, whenever you use a spell of 1st level or
higher to restore hit points to a creature, the creature
regains additional hit points equal to your proficiency
bonus + the spell’s level.
Additionally, your shadow monsters can emit bright
light in a 30- foot radius around them while summoned.
Fiends and undead within 5 feet of your shadow
monster have disadvantage on saving throws made
against spells you cast.
Holy Defender
At 9th level, when a creature within 5 feet of your
shadow monster is the target of an attack or spell, you
can use your reaction shift the target of that attack or
spell to your shadow monster.
You may use this feature a number of times equal to
your proficiency bonus and regain all expended uses
when you finish a long rest.
Holy Blaze
At 15th level, when you or your shadow monster deal
damage with a cantrip or weapon attack, you deal an
additional 2d8 radiant damage.

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Mage Style
Those who use Mage Style focus on their spellcraft to
further aid their Shadow Monsters in battle. They have
the ability to cast offensive spells and use their Shadow
Monsters to cast Spells for them. A Mage Style shadow
summoner will likely specialize in manipulating the
battle to their favor with specialized spells and illusions
to hide their actions. Their Shadow Monsters tend to be
magical beasts or humanoids that resemble normal
spellcasters.
Style Spells
You always have certain spells prepared after you reach
particular levels in this class, as shown in the Style
Spells table. These spells count as shadow summoner
spells for you, but they don’t count against the number
of shadow summoner spells you prepare.
Shadow Summoner
Level Spells
3th Bane, Chaos Bolt
5th Cloud of Daggers, Mirror image
9th Dispel Magic, Fireball
13th Blight, Gravity Sinkhole
17th Destructive Wave, Negative Energy
Flood

Shadow Mage
At 3rd level, you learn one Cantrip from the Wizard
Spell List. This Cantrip counts as a shadow summoner
spell for you and does not count against your total
number of Cantrips Known. You learn an additional
Wizard Cantrip at 9th Level. You can change which
Cantrips you know from this feature like any other
cantrip.
Shadow casting
At 5th level, you can cast your spells through your
shadow monster. When you cast a shadow summoner
spell on your turn, the spell can be cast from your space
or your shadow monster’s space.
Shadow Reserves
At 9th level, you can use one of your support cards to
regain a spell slot of the same level as the spell stored in
the support card.
You may use this feature a number of times equal to
your proficiency bonus, and regain all expended uses at
the end of a Long Rest.
Shadow Sage
At 15th level, when you deal damage with a spell, you
can change the damage type you deal to any damage
type other than bludgeoning, piercing, slashing, or force.
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Warrior Style
Those who use Warrior Style fight alongside their
shadow monsters, using advanced weapon and armor
training to keep pace and overcome foes with a mix of
magic and martial might. Those who favor this style
tend to have shadow monsters that resemble great
heroes of the past, warriors of great renown, or noble
metallic dragons.
Style Spells
You always have certain spells prepared after you reach
particular levels in this class, as shown in the Style
Spells table. These spells count as shadow summoner
spells for you, but they don’t count against the number
of shadow summoner spells you prepare.
Shadow Summoner Level Spells
3th Searing Smite, Hunter mark
5th Flame Blade, Magic weapon
9th Elemental Weapon, Flame Arrows
13th Fire Shield, Staggering Smite
17th Banishing Smite, Steel Wind Strike

Warrior’s Soul
At 3rd level, your gain proficiency with Martial Weapons
and Medium Armor, Additionally, your hit point
maximum increases by 3 when you gain this feature and
increases again by 1 whenever you gain a level in this
class.
Extra Attack
At 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Moreover, you can cast one of your cantrips in place of
one of those attacks.
Warrior’s Body
At 9th level, you gain 10 feet of Movement Speed as
long as you aren’t wearing heavy armor.
Additionally, as long as you are wearing Armor you and
your Ace may reduce any Bludgeoning, Piercing, or
Slashing damage you take by half of your proficiency
bonus (rounded down, minimum 1).
Warrior’s Resolve
At 15th level, you can add your Intelligence modifier
(minimum of +1) to the damage of you and your ace
weapon attacks.
Additionally, if you or your Ace would be reduced to 0
hit points, you can choose to be reduced to 1 hit points
instead. You must finish a Long Rest to do so again.

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Shadow Summoner Spel
List
Cantrips (0 Level) Compelled Duel Knock Speak With Dead
Blade Ward Comprehend Languages Locate Object Spirit Guardians
Booming Blade Detect Evil and Good Mind Spike Summon Fey
Fire Bolt Detect Magic Misty Step Summon Lesser Demons
Friends Dissonant Whispers Nystul’s Magic Aura Summon Shadowspawn
Frostbite Divine Favor Pass Without Trace Summon Undead
Green-Flame Blade Expeditious Retreat Phantasmal Force
Guidance Healing Word See Invisibility 4th Level
Light Hellish Rebuke Shatter Arcane Eye
Lightning Lure Identify Silence Conjure Minor Elementals
Mage Hand Illusory Script Suggestion Conjure Woodland Beings
Magic Stone Inflict Wounds Summon Beast Death Ward
Mending Protection From Evil and Tasha’s Mind Whip Dimension Door
Message Good Wristpocket Divination
Mind Sliver Shield of Faith Zone of Truth Polymorph
Minor Illusion Silent Image Raulothim’s Psychic Lance
Prestidigitation Tenser’s Floating Disk 3rd Level Summon Aberration
Produce Flame Zephyr Strike Bestow Curse Summon Construct
Shape Water Call Lightning Summon Elemental
Shocking Grasp 2nd Level Clairvoyance Summon Greater Demon
Spare the Dying Arcane Lock Conjure Animals
Thunderclap Augury Counterspell 5th Level
Toll The Dead Blindness/Deafness Fear Conjure Elemental
Vicious Mockery Borrowed Knowledge Intellect Fortress Contact Other Plane
Calm Emotions Magic Circle Dominate Person
1st Level Detect Thoughts Major Image Legend Lore
Armor of Agathys Enthrall Remove Curse Scrying
Cause Fear Find Traps Revivify Summon Celestial
Invisibility Sending Summon Draconic Spirit

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Shadow Infusions
Claws Multi-Attack
Prerequisite(s): 5th-Level
Prerequisite(s): N/A
Your shadow monster’s unarmed strike deals slashing Your shadow monster gains the Multiattack feature,
damage instead of bludgeoning. meaning it can make two attacks, instead of one, when
it takes the Attack action. At 11th level, your shadow
Climbing monster can now make three attacks when it takes the
Prerequisite(s): N/A
Attack action.
Your shadow monster gains a climbing speed equal to Resistant
its walking speed. Prerequisite(s): 5th-Level
Creature Type Change Your shadow monster gains resistance to one damage
type other than bludgeoning, piercing, slashing, psychic,
Prerequisite(s): N/A
Your shadow monster’s creature type is one of the or force. You may select this infusion multiple times on
following instead of Humanoid: Aberration, Beast, the same shadow monster, choosing an additional
Celestial, Construct, Dragon, Elemental, Fey, Fiend, damage type each time, to a maximum equal to your
Giant, Monstrosity, Ooze, Plant, Undead. Your shadow PB.
monster can only be one creature type at a time. Size-Up
Swimming Prerequisite(s): 5th-Level
Your shadow monster can now be Large. At 9th level, it
Prerequisite(s): N/A
Your shadow monster gains a swimming speed equal to can be Huge. At 15th level, it can be Gargantuan.
its walking speed. Wings
Quick Prerequisite(s): 5th-Level
Your shadow monster gains a flying speed equal to its
Prerequisite(s): 3rd-Level
Your shadow monster gains 10 feet of movement speed. walking speed.
This increases by an additional 5 feet at 5th, 9th, and Breath Weapon
15th level. Prerequisite(s): 9th-Level, Elemental, Magical Strikes
Reach Your shadow monster can replace one of its attacks
with a breath weapon. This breath weapon’s area of
Prerequisite(s): 3rd-Level
Your shadow monster’s attack gains 5 feet of reach. effect is a 60- foot cone, deals damage equal to 6d8 of
the same type as its Elemental Damage type, and the
Weapon saving throw is your Spell Save DC.
Prerequisite(s): 3rd-Level Saving Throw Proficiency
Your shadow monster’s Unarmed Strike is replaced Prerequisite(s): 9th-Level
with a weapon you are proficient with. Your shadow monster gains proficiency in a saving
This weapon uses your spell attack modifier to its attack throw of your choice that it lacks proficiency in. It uses
rolls and adds your proficiency Bonus to the damage. your PB to calculate the bonus it receives to this saving
Elemental throw.
Prerequisite(s): 5th-Level, Magical Strikes Condition Inmunity
Your shadow monster’s attack’s damage type is now Prerequisite(s): 15th-Level
one of the following: Acid, Cold, Fire, Lightning, Poison, Your shadow monster gains immunity to one condition
or Thunder. of your choice.
Magical Strikes Inmune
Prerequisite(s): 5th-Level Prerequisite(s): 15th-Level, Resistant
Your shadow monster’s attacks count as magical for Your shadow monster gains immunity to one damage
piercing resistance and immunity. type other than bludgeoning, piercing, slashing, psychic,
or force. Your shadow monster must have the Resistant
infusion of the same damage type as this immunity.

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