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Shadow Summoner Class Guide

Shadow Summoners channel magical power from the Shadowfell to summon shadow monsters to aid them in battle using decks of magical cards. They can summon creatures like mages, dragons, warriors, or aberrations. In addition to summoning, Shadow Summoners can manipulate fate and use offensive or defensive magic. Their abilities make them skilled fighters but also sometimes involve them in cults or dangerous gambling.

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100% found this document useful (1 vote)
458 views19 pages

Shadow Summoner Class Guide

Shadow Summoners channel magical power from the Shadowfell to summon shadow monsters to aid them in battle using decks of magical cards. They can summon creatures like mages, dragons, warriors, or aberrations. In addition to summoning, Shadow Summoners can manipulate fate and use offensive or defensive magic. Their abilities make them skilled fighters but also sometimes involve them in cults or dangerous gambling.

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Shadow Summoner

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Shadow Summoner

A
young man in white robes throws forward an Shadow Mages
arm, a phantom in a robes firing magic from its
staff. A woman in leather armor orders a great The power of the Shadowfell also grants Shadow
dragon with green eyes in shackles to defend Summoners the benefit of powerful magics. They mostly use
her. These are Shadow Summoners, people this power to summon even more creatures to fight at their
who have unearthed ancient arts to create and side, but some focus on offensive or defensive magics instead,
summon powerful Monsters to fight at their fighting alongside or bolstering the power of their Shadow
side. Using decks of cards, they can channel their magical Monsters.
power to bring forth mighty creatures called Shadow
Monsters using energy from the Shadowfell that serve their Shadow Summoners tend to get involved in cults, their
whims and fight alongside them in battle. Shadow Monsters fitting whatever foul creature they
worship. However, not all Shadow Summoners have such
Manipulators of the Shadowfell dark intent; many are simply driven by greed and use their
Shadow Summoners draw upon the power of the Shadowfell power to win at games of chance, and a select few use their
through ancient rituals of blood and magic to infuse common power to protect the weak or fight for justice.
playing cards with the energy of that dreadful plane, turning
numbers and suites into the visages of horrifying monsters or “Shadow Summoners are nothing but trouble -
storying powerful spells within for later use. they're either twisted cultists worshiping some
awful thing in the dark or gamblers looking to scam
Unlike Artificers, who might use tools infused with magic to you out of coin.” — Elaith Craulnober, owner of
store their spells and channel their power, Shadow Tymora's Fancy in Waterdeep.
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.

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Favored Shadow Monster Card Back
Shadow Summoners have a favored type of Shadow Monster. Shadow Summoners style the backs of their cards with their
Some favor powerful spellcasters that resemble humans with magic, reflecting their personality and favored magic.
bluish-green skin, others prefer great dragons with shining
bluish-white scales, and others still prefer the company of What do the backs of your character's Shadow Cards look
warriors. like?
What is your Shadow Summoner's favorite type of Shadow d6 Card Back
Monster? 1 A reddish-brown vortex.
d6 Monster Type 2 Blue lightning sparking outwards in vicious bolts.
1 Mages. 3 A burning red flame.
2 Dragons. A shining, golden mote of light with rays stretching
4
outward.
3 Armor-clad warriors.
5 Wisps of black shadow over a deep violet.
4 Wild Beasts.
6 A greenish-blue tornado carrying feathers on its wake.
5 Fiends.
6 Aberrations.

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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
I found an artifact that contains the spirit of a long-
1
dead king. I seek to live up to his greatness.
I want to be the strongest there ever was; nothing will
2
stand in my way!
A spirit from the Shadowfell warned me of a coming
3
calamity. I seek power to stop it.
My grandfather passed his Shadow Deck on to me with
4
his dying breath. I seek to live up to his legacy.
I owe a debt from gambling, and if I can't use this
5 power to repay it a family member of mine will be
killed.
I worship a dark being from the Shadowfell. I seek to
6
earn their recognition and attain greater power.

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The Shadow Summoner
Proficiency Shadow Support Cantrips
Level Bonus Features Monsters Cards Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Shadow Deck 1 - 2 2 - - - -
2nd +2 Support Cards 1 1 2 2 - - - -
Summoning Style, Shadow
3rd +2 2 2 2 3 - - - -
Ace
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 Reversal 4 4 2 4 3 - - -
8th +3 Ability Score Improvement 4 4 2 4 3 - - -
9th +4 Summoning Style Feature 5 5 2 4 3 2 - -
10th +4 Ability Score Improvement 5 5 3 4 3 2 - -
11th +4 Chains of Fate 6 6 3 4 4 3 - -
12th +4 Ability Score Improvement 6 6 3 4 3 3 - -
13th +5 - 7 7 3 4 3 3 1 -
14th +5 Shadowfell Banishment 7 7 4 4 3 3 1 -
15th +5 Summoning Style Feature 8 8 4 4 3 3 2 -
16th +5 Ability Score 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 Score Improvement 10 10 4 4 3 3 3 2
20th +6 King of Shadows 10 10 4 4 3 3 3 2

Multiclassing
Ability Score Minimum: Intelligence 13
When you gain a level in a class other than your first, you gain
only some of that class's starting proficiencies.
Armor: light armor, shields
Weapons: Simple Weapons, Scimitars, Whips (SCoC)
Tools: Playing Cards

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Creating a Shadow Summoner
As you create your shadow summoner character, consider
their attitude towards combat and their favored Shadow
Monsters. Are they arrogant and proud, favoring Shadow
Monsters that mirror that pride? Or are they humble, using
their Monsters to protect the weak and innocent?
Why does your Shadow Summoner fight? Are they seeking to
be the strongest in the world? Do they want revenge against
an old gambling rival? Or do they seek to improve the world
around them?
Quick Build
You can make a shadow summoner quickly by following
these suggestions. First, make Intelligence your highest
ability score, followed by Constitution. Second, choose the
Charlatan or Noble background.
Class Features
Hit dice: 1d8 per Shadow Summoner level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per shadow summoner level after
1st.
Proficiencies
Armor: Light armor, Shields
Weapons: Simple weapons, scimitars, whips (SCoC)
Tools: Playing Cards
Saving Throws: Intelligence, Charisma
Skills: Any three of your choice.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) any two Simple Weapons of your choice or (b) A Whip
(SCoC) or (c) a Scimitar
a suit of leather armor
a shield
(a) a Scholar's pack or (b) an Explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own


equipment.
SCoC = Smug's Compendium of Changes

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Spellcasting Ritual Casting
You can cast a shadow summoner spell as a ritual if that spell
Through rituals contacting dark powers from the Shadowfell, has the ritual tag and you have the spell prepared.
you have gained the ability to cast spells. See Chapter 10 of
the Player's Handbook for the general rules of spellcasting. Spellcasting Focus
Cantrips (0-level spells)
You can use a deck of Playing Cards as a spellcasting focus
for your shadow summoner spells.
You know two cantrips of your choice from the Shadow
Summoner spell list on page 13 of this document. You learn Shadow Deck
additional Shadow Summoner cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the At 1st level, you gain the ability to transform a mundane deck
Shadow Summoner table. of cards into a Shadow Deck. The faces of these cards are
replaced with empty rectangular frames, and if there are
Preparing and Casting Spells more than 20 cards in this deck a number of cards vanish
The Shadow Summoner table shows how many spell slots until there are 20 remaining.
you have to cast your Shadow Summoner spells. To cast one
of your Shadow Summoner spells of 1st level or higher, you Shadow Monsters
must expend a slot of the spell's level or higher. You regain all At 1st level, one card from your Shadow Deck is imbued with
expended spell slots when you finish a long rest. a Shadow Monster. You gain additional Shadow Monsters at
certain levels as shown on the Shadow Monsters column of
You prepare the list of Shadow Summoner spells that are the shadow summoner class table. You may only have one
available for you to cast, choosing from the Shadow Shadow Monster summoned at a time, and summoning a
Summoner spell list. When you do so, choose a number of new shadow monster replaces the currently summoned
Shadow Summoner spells equal to your Intelligence modifier shadow monster.
+ half your Shadow Summoner level, rounded down
(minimum of one spell). The spells must be of a level for On your turn, you can use your Action to summon a Shadow
which you have spell slots. Monster. A Shadow Monster you summon is friendly to you
and your companions, and obeys your commands. See this
For example, if you are a 5th-level Shadow Summoner, you creature's game statistics in the shadow monster stat block
have four 1st-level and two 2nd-level spell slots. With an on page 15 of this document, which uses your proficiency
Intelligence of 14, your list of prepared spells can include four bonus (PB) in several places. You determine the creature's
spells of 1st or 2nd level, in any combination. If you prepare appearance and whether it has two legs or four; your choice
the 1st-level spell Hellish Rebuke, you can cast it using a 1st- has no effect on its game statistics.
level or a 2nd-level slot. Casting the spell doesn't remove it
from your list of prepared spells. In combat, a shadow monster shares your initiative count, but
it takes its turn immediately after yours. It can move and use
You can change your list of prepared spells when you finish a its reaction on its own, but the only action it takes on its turn
long rest. Preparing a new list of Shadow Summoner spells is the Dodge action, unless you take a bonus action on your
requires time spent focusing on your Millennium Deck and turn to command it to take another action. That action can be
summoning power from it: at least 1 minute per spell level for one in its stat block or some other action. If you are
each spell on your list. incapacitated, a shadow monster can take any action of its
choice, not just Dodge.
Spellcasting Ability
Intelligence is your spellcasting ability for your Shadow When a shadow monster is reduced to 0 hit points or you
Summoner spells. Despite drawing from the Shadowfell’s replace it with another shadow monster, it perishes, and you
power, you must use strategy and a keen intellect to hone and cannot summon that shadow monster again until you finish a
focus that power. You use your Intelligence whenever a spell long rest.
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a Shadow Infusions
Shadow Summoner spell you cast and when making an All Shadow Monsters you have in your Shadow Deck can
attack roll with one. have a number of Shadow Infusions equal to your Proficiency
Bonus from the list on page 16 of this document.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier When you gain a level in this class, you can change what
Spell attack modifier = your proficiency bonus + your Shadow Infusions your Shadow Monsters have. Changing a
Intelligence modifier Shadow Infusion takes 1 hour per infusion changed focusing
on your Shadow Deck.

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Battle Sense Ability Score Improvement
At 2nd level, you gain the ability to sense your opponent’s next When you reach 4th level, and again at 8th, 10th, 12th, 16th,
move and react accordingly. You can give yourself a bonus to and 19th level, you can increase one ability score of your
your initiative rolls equal to your Intelligence modifier. choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score
Additionally, if a creature within 5 feet of your shadow above 20 using this feature.
monster other than your shadow monster or yourself is the
target of an attack, you can use your reaction to make the If your DM allows the use of feats, you may instead take a
shadow monster the target of the attack. You may do this a feat.
number of times equal to your proficiency bonus, and regain
all expended uses at the end of a long rest. Cantrip Versatility
Support Cards Starting at 4th level, whenever you reach a level in this class
that grants the Ability Score Improvement feature, you can
Starting at 2nd level, you learn how to infuse your spells into replace one cantrip you learned from this class's Spellcasting
cards in your Shadow Deck. At the end of a Long Rest, you feature with another cantrip from the shadow summoner
can choose spells equal to the number listed on the Support spell list.
Cards table. These spells must meet the following
requirements: My Body as a Shield
The spell must be of a level you can cast. Starting at 6th level, when one of your shadow monsters is
The spell must be one you have prepared. reduced to 0 hit points, you gain temporary hit points equal to
The spell's casting time must be 1 action or 1 reaction 2 x your level in the shadow summoner class.
The spell must not have the ritual tag.
The spell must not have the concentration tag. Sudden Reversal
The spell's duration must be instantaneous or 1 round. At 7th level, you learn how to turn the tables on your foes.
If the spell has a material component, it must not be When a creature within 30 feet of you other than your
consumed by the spell or have a cost. shadow monster is hit with an attack, you can use your
reaction to force the attacker to re-roll their attack, potentially
A creature that holds this card can cast this spell without turning a hit into a miss.
material components. Spells cast in this way use your You can use this feature a number of times equal to your
intelligence modifier as its spellcasting modifier. Once a proficiency bonus, and regain all expended uses when you
support card has been used to cast a spell, it cannot be used finish a long rest.
to cast that spell until you finish a long rest.
Chains of Fate
Summoning Style When you reach 11th level, you learn how to increase the
At 3rd level, you choose the type of Summoning Style you speed at which your support cards work. Any spell cast using
use, each of which is detailed later in this document. Your a support card that has a casting time of 1 action can be cast
choice grants you features at 5th level and again at 9th and as a bonus action instead, but must obey all the other
15th level. restrictions listed under the support card feature.
Shadow Ace Additionally, you may infuse a spell into a support card if it
At 3rd Level, one of your shadow monsters becomes your ace. has a casting time of 1 bonus action, but it must meet all the
Choose one shadow monster; it gains the following benefits: other requirements for a support card.
Its AC is calculated as 13 + half of Your intelligence Shadowfell Banishment
Modifier (rounded down, minimum 1) + your proficiency At 14th level, you learn how to send your foes to the
bonus. Shadowfell. You learn the Banishment spell, and it does not
Its hit points are calculated as 3 + your intelligence count against the number of shadow summoner spells you
modifier + five times your shadow summoner level. have prepared.
Its hit dice are d10s.
Its strength, dexterity, and constitution are increased by 2. When you cast Banishment on a creature, you can expend
The damage dealt by its attack is increased to 1d10 + PB one support card of 4th level or higher to send the target to
It can have one extra shadow infusion. the shadowfell. If you do so, the creature take 6d8 psychic
When it would be reduced to 0 hit points, it is reduced 1 damage on a failed save or half as much on a successful one.
hit point instead. You must finish a Long Rest for your ace
to use this feature again.

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Heart of the Cards
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 as a
reaction. If you do, that creature automatically succeeds on
that skill check of saving throw.
You must finish a Long Rest to use this feature again.
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 0 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 Commander's Bravado
Those who use Commander Style are usually arrogant and At 15th level, when you fail a skill check or saving throw, you
proud. They tend to believe in the sharpness of their intellect may choose to succeed instead.
and their ability to lead others to an absurd degree, and their You must finish a long rest to use this feature again.
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
charm person, silvery barbs
3rd
(SCC)
fortune's favor (EGW),
5th
suggestion
9th aura of vitality, fear
13th aura of life, confusion
17th dispel evil and good, geas

Commander's Orders
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 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.

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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
3rd 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 using your
cantrip versatility feature.
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 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
3rd bane, chaos bolt
5th cloud of daggers, mirror image
9th dispel magic, fireball
13th blight, gravity sinkhole (EGW)
destructive wave, negative energy
17th
flood (XGE)

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
using your cantrip versatility feature.
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 Warrior's Resolve
Those who use Warrior Style fight alongside their shadow At 15th level, you treat any roll on a d20 of 9 or less for any
monsters, using advanced weapon and armor training to ability check or saving throw you make that uses strength as
keep pace and overcome foes with a mix of magic and martial a 10.
might. Those who favor this style tend to have shadow Additionally, if you or your Ace would be reduced to 0 hit
monsters that resemble great heroes of the past, warriors of points, you can choose to be reduced to 1 hit points instead.
great renown, or noble metallic dragons. You must finish a Long Rest to do so again.
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
3rd searing smite, shield
5th flame blade, magic weapon
9th elemental weapon, flame arrows
13th fire shield, staggering smite
banishing smite, steel wind
17th
strike

Warrior's Soul
At 3rd level, your gain proficiency with Martial Weapons and
Medium Armor and may use Intelligence instead of Strength
or Dexterity for Attack and Damage rolls with any weapon
with which you are proficient that lacks the heavy or special
properties.
Additionally, you can spend 1 hour focusing on your shadow
deck to fuse it to a shield. While it is fused to your shield, you
may use that shield as an focus for your shadow summoner
spells.
Finally, 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 Medium Armor and a
shield, you and your Ace may reduce any Bludgeoning,
Piercing, or Slashing damage you take by half of your
proficiency bonus (rounded down, minimum 1).

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Shadow Summoner Spell
List
Cantrips (0 Level) 1st Level 2nd Level
Air Burst (SCoC) Armor of Agathys Arcane Lock
Blade Ward Cause Fear Augury
Booming Blade (TCE) Compelled Duel Blindness/Deafness
Fire Bolt Comprehend Languages Borrowed Knowledge (SCC)
Friends Detect Evil and Good Calm Emotions
Frostbite Detect Magic Detect Thoughts
Green-Flame Blade (TCE) Dissonant Whispers Enthrall
Guidance Divine Favor Find Traps
Light Expeditious Retreat Invisibility
Lightning Lure (TCE) Healing Word Knock
Mage Hand Hellish Rebuke Locate Object
Magic Stone Identify Mind Spike (XGE)
Mending Illusory Script Misty Step
Message Inflict Wounds Nystul's Magic Aura
Mind Sliver (TCE) Protection From Evil and Pass Without Trace
Minor Illusion Good Phantasmal Force
Prestidigitation Shield of Faith See Invisibility
Produce Flame Silent Image Shatter
Shape Water Tenser's Floating Disk Silence
Shocking Grasp Zephyr Strike Suggestion
Spare the Dying Summon Beast (TCE)
Thunderclap Tasha's Mind Whip (TCE)
Toll The Dead (XGE) Wristpocket (EGW)
Vicious Mockery Zone of Truth

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Summon Lesser Demons
3rd Level (XGE) 4th Level 5th Level
Bestow Curse Summon Shadowspawn Arcane Eye Conjure Elemental
Call Lightning (TCE) Conjure Minor Elementals Contact Other Plane
Clairvoyance Summon Undead (TCE) Conjure Woodland Beings Dominate Person
Conjure Animals Death Ward Legend Lore
Counterspell Dimension Door Scrying
Fear Divination Summon Celestial (TCE)
Intellect Fortress (TCE) Polymorph Summon Draconic Spirit
Magic Circle Raulothim's Psychic Lance (FTD)
Major Image (FTD)
Remove Curse Summon Aberration (TCE)
Revivify Summon Construct (TCE)
Speak With Dead Summon Elemental (TCE)
Spirit Guardians Summon Greater Demon
Summon Fey (TCE) (XGE)

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Shadow Monster
Statblock

Shadow Monster
Medium Humanoid, Unaligned

Armor Class 13 + your proficiency bonus


Hit Points 2 + your intelligence modifier + five times
your shadow summoner level (the shadow
monster has a number of Hit Dice [d8s] equal to
your shadow summoner level)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 14 (+2) 4 (-3) 10 (0) 6 (-2)

Saving Throws Strength +1 plus PB, Constitution, 2


plus PB
Skills Athletics +2 plus PB, Perception +0 plus PB x
2
Damage Vulnerabilities N/A
Damage Resistances N/A
Damage Immunities N/A
Condition Immunities exhaustion
Senses darkvision 60 ft., passive perception 10 +
(PB x 2)
Languages understands the languages you speak
Challenge -
Proficiency Bonus equals your bonus

Vigilant. The shadow monster can't be surprised.

Actions
Unarmed Strike. Melee Weapon Attack: your spell
attack modifier to hit, reach 5 ft., one target you can
see. Hit: 1d6 + PB bludgeoning damage.

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

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Credits
Art (In Order)
SDR
luomo
aoki
pey
maruchi (Dead Source)
sugi
Other
Class Concept: Me, SmugCoffeeMan
Kazuki Takahashi, Shueisha, Viz Media, Toei Animation, and
Konami - Yu-Gi-Oh! Franchise, Characters, Concepts

Fan Content Policy


This work is unofficial Fan Content permitted
under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

If you enjoy my content, feel free to buy me a coffee over on


Ko-Fi! It ensures I can focus on putting out content instead of
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Changelog
1.01
Fixed errors in language and on the class table.
1.02
Updated formatting.
1.03
You now choose any three skills instead of two from a list.

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