SHADOWMANCER
“TOTALLY NOT EVIL. WHY WOULD YOU EVEN SAY THAT?”
Great power sometimes comes from... horrible           Okay, bad examples but the point stands.
places. But what’s the alternative, spend our entire
lives... STUDYING?! Now that’s horrible.               If you’re tired of swinging swords around and
                                                       getting sweaty like a peasant, just summon
Who’d want to waste their lives reading books—         a horde of shadow minions to do your
learning magic the hard way—when you’re                bidding. They’re always eager to serve! As a
charismatic enough to ask an ancient horror            Shadowmancer:
beyond comprehension to do it for you? If there’s
power being handed out, who am I to be picky?          Unspeakable Power Awaits: Utilize your charm
It’d be ungrateful for me to turn it down, really.     to forge pacts with ancient, unfathomable entities.
                                                       Drawing upon their incomprehensible power to
So what if I wear black and have to occasionally       crush foes and bend the shadows to your will.
sacrifice an animal here or there while chanting?
Does that automatically mean I’m evil — *Pfft,*        Master Shadow Minions: Summon legions of
hardly! I like chanting and black is slimming—and,     shadowy minions to overwhelm your adversaries
by the way, Grok said the lamb was delicious.          and bolster your magical abilities. Let them swarm
                                                       your foes, serving as both sword and fodder in your
Not every ANCIENT HORROR is the same, that’s like      quest for dominance.
saying crow black and spider black are the same.
                           SHADOWMANCER
                           Key Stats: CHA, INT Hit Die: 1d8 (Starting HP 13)
                                                                                                                       SUBCLASSES
                                                                                                                       PACT OF THE RED DRAGON
                           Saves: WILL+, STR– Armor: Robes Weapons: Daggers, Scythes, Whips                            Draconic Crimson Rite. Your Patron grants you knowledge of Fire spells. Your shadow minions become
                                                                                                                       flaming shadows of red dragon wyrmlings. Your shadow blast and minions can deal fire or necrotic damage
            LEVEL 1        Conduit of Shadow. Your Patron grants you knowledge of the Shadow Blast                     and inflict the burning condition whenever they would crit.
                           and Summon Shadow cantrips.
                             • Summon Shadows. (Necrotic Cantrip, 1 Action) Summon a d12                               PACT OF THE ABYSSAL DEPTHS
                                shadow minion adjacent to yourself (max INT minions at a time).                        Master of Nightfrost. Your Patron grants you knowledge of Ice spells. Gain the ability to breathe
                                Shadow Blast. (Necrotic Cantrip, 1 Action, Range:60 ft.) Damage.                       underwater. Your shadow minions become beings of Nightfrost. Your shadow blast and minions can
                                1d12+CHA Necrotic. You may cast this cantrip 1/turn.                                   deal cold or necrotic damage and whenever they would crit, you gain temp HP equal to your CHA +
                                                                                                                       Shadowmancer level.
                           Trusted Conduit. Your Patron teaches you Necrotic cantrips and 1st tier spells
            LEVEL 2        and gives you a portion of their own mana equal to your CHA. Tiered spells you              LESSER SHADOW                                          GREATER SHADOW
                           cast expend 1 mana and are always cast at the highest tier you have unlocked.               INVOCATIONS                                            INVOCATIONS
                           Your mana recharges as you commune with your patron on a Long Rest.                            • Beast Speech. You can speak with animals.           • Vengeful Blast. Whenever a minion dies
                                                                                                                          • Devoted Acolyte. Choose 2 of the following            you may cast Shadow Blast as a reaction.
                           THE PACT IS SEALED. Choose a subclass and 1 Lesser Shadow Invocation.                            languages to learn: Abyssal, Celestial,             • Armor of Shadows. Gain +CHA armor as
            LEVEL 3                                                                                                         Draconic, Deep Speech, Infernal, or Primordial        long as you have at least 1 shadow minion.
                           Key Stat Increase. +1 CHA or INT.                                                              • Knowledge from Beyond. Whenever you                 • Bewitching Whispers. You can cast Entice
            LEVEL 4        A Gift from the Master. Gain 1 Greater Shadow Invocation.                                        fail an Insight or Arcana check, you may gain         on 2 enemies, forcing both spend their
                           Master of Shadows. Choose 1 of the following abilities to grant your                             1 Wound to succeed instead.                           movement in any direction you choose.
                           Shadow minions (you may exchange it for a different one as you commune                         • Whispers of the Grave. You can ask a dead           • One with Shadows. When you are in an
                           with your Patron during a Long Rest):                                                            creature 3 questions. 1/day.                          area of dim light or darkness, Action: become
                             • Hungering Shadows. If your shadow minion would crit, you regain 1                                                                                  Invisible until you move or attack.
                                spent mana. This expires if unspent at the end of combat.
                             • Swarming Shadows. Whenever your shadow minion would crit, you
                                instead summon another shadow adjacent to the target.
                             • Cloak of Shadows. Whenever you Defend, you may sacrifice a shadow                     CANTRIP
                                                                                                                                      NECROTIC
                                                                                                                                      ENTICE
                                                                                                                                               SPELLS
                                minion to increase your Armor by 10 until your next turn.                            1 ACTION         On a failed WILL save, a target within 60 ft. takes 1d6 necrotic damage and moves 10
                             • Dire Shadows. Attacks against your shadow minions are made with                                        ft. nearer to you. Repeat until they save or cannot move any longer. High Levels: +3
                                disadvantage. Your shadows make saves with advantage and take no                                      damage every 5th spellcaster level (5, 10, 15, & 20).
                                damage if they save.
                                                                                                                     CANTRIP          WITHERING TOUCH
                           Tier 2 Spells. You may now cast tier 2 spells and upcast spells at tier 2.                1 ACTION         Touch a target and deal 1d12 necrotic damage. They are considered undead until the end
                           Conduit of Shadow (2). Whenever you cast your Shadow Blast cantrip for                                     of your next turn. High Levels: +6 damage every 5th spellcaster level (5, 10, 15, & 20).
            LEVEL 5        the first time on a turn, you may cast it an extra time for free.
                           Secondary Stat Increase. +1 STR, DEX, or WIS.                                                              SHADOW TRAP
                                                                                                                        TIER 1        (Cast only if no creature is adjacent to you. Concentration, up to 1 minute.) Invisibly trap
                                                                                                                    2 ACTIONS         all spaces adjacent to you with a hungering shadow. The first creature that moves into any
Shadow Minions. Action: (1/turn) Command all of your minions to move up to 30 ft. and attack an adjacent                              one of them triggvers the trap. Their movement is halted for the turn and they take 3d12
target for 1d12 damage (they miss on a 1 and do not crit). Minions have no stats to track, any damage kills them.                     necrotic damage. If your concentration ends before the shadow feeds, it will feed upon the
Only the thrill of combat compels them, they abandon you immediately outside of combat.
                                                                                                                                      closest creature. Upcast: +1d12 damage for each additional mana spent.