Shadow Summoner Class Guide
Shadow Summoner Class Guide
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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.
1
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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.
                                                                                                                                                   2
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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.
3
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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
                                                                                                                                                       4
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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
5
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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.
                                                                                                                                                      6
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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.
                                                                                                                                                   8
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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.
9
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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.
                                                                                                                                                   10
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https://www.gmbinder.com/share/-Mz7OH1uPZi9JYsFWh_F                                                                                                     11/19
         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.
11
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                                                  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
https://www.gmbinder.com/share/-Mz7OH1uPZi9JYsFWh_F                                                                                                     12/19
         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).
                                                                                                                                                    12
         This 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.
https://www.gmbinder.com/share/-Mz7OH1uPZi9JYsFWh_F                                                                                                      13/19
         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
13
              This 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.
https://www.gmbinder.com/share/-Mz7OH1uPZi9JYsFWh_F                                                                                                     14/19
                                                      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)
                                                                                                                                                   14
         This 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.
https://www.gmbinder.com/share/-Mz7OH1uPZi9JYsFWh_F                                                                                                     15/19
         Shadow Monster
         Statblock
             Shadow Monster
             Medium Humanoid, Unaligned
             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.
15
              This 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.
https://www.gmbinder.com/share/-Mz7OH1uPZi9JYsFWh_F                                                                                                     16/19
         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.
                                                                                                                                                   16
         This 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.
https://www.gmbinder.com/share/-Mz7OH1uPZi9JYsFWh_F                                                                                                     17/19
         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
17
              This 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.
https://www.gmbinder.com/share/-Mz7OH1uPZi9JYsFWh_F                                                                                                     18/19
         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.
                                                                                                                                                   18
         This 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.
https://www.gmbinder.com/share/-Mz7OH1uPZi9JYsFWh_F 19/19