Shadowdancer

A Shadowdancer is someone whose shadow stopped matching their body. Whether through a near-death in utter darkness, a deliberate ritual at a place where the Plane of Shadow presses thin against the world, or an inheritance carried in the blood, the dancer's reflection peeled away and began to move on its own. That severed reflection — called a whisper-shade — is not a god, a patron, or a demon. It is the dancer, minus hesitation, and it lends its owner the dark between things in exchange for being allowed to exist. Shadowdancers walk roads that are half-lit and half-instant: they step through one patch of gloom and out of another, let blades pass through a body that is only three-quarters there, and split themselves into copies that bleed shadow instead of blood. They are thieves, spies, duelists, and quiet murderers, but also scouts who can go where no lantern reaches and come back with the truth.

Class Features

Hit Die d8
Primary Ability Dexterity, Charisma
Saving Throws Dexterity, Charisma
Archetype Mixed
Ability Categories spellcasting, martial_abilities, transformations
Caster Progression Pact

Proficiencies

Armor Light armor
Weapons Simple weapons, Martial weapons that have the Finesse or Light property
Tools Disguise Kit, Thieves' Tools
Skills Choose 3 from Acrobatics, Deception, Insight, Perception, Sleight of Hand, and Stealth

Class Resources

Umbra

Max 2

Umbra is stolen darkness held in the body of a Shadowdancer. It fuels martial techniques (Dusk Strike, Shadow Grip, Cloak of the Unseen, Sever the Light, Between All Shadows) and transformations (Shadowform, Shadow Double, Umbral Flight, Devouring Dark, Deep Shadow, Sovereign of Night). Because both categories draw from the same pool, a Shadowdancer can rarely both transform and strike hard in the same turn, which is the class's central tactical tension.

Reset
Regain all expended Umbra when you finish a Short or Long Rest.
Spending
Umbra is spent when you use a martial ability or transformation that lists an Umbra cost: Dusk Strike 1, Whisper of Warning 1, Mirror Twin 1 (2 for three duplicates at 10th level), Shadow Grip 2, Cloak of the Unseen 2, Shadowform 3, Shadow Double 3, Umbral Flight 3, Feast of Shadows 3, Devouring Dark 4, Sever the Light 4, Deep Shadow 5, Between All Shadows 5, Sovereign of Night 6. You cannot spend Umbra you do not have. Spending is not an action in itself; the Umbra cost is paid as part of the ability's listed action. Umbra maximum equals 2 + one-half your Shadowdancer level (rounded down): 2 at levels 1, 3 at 2-3, 4 at 4-5, 5 at 6-7, 6 at 8-9, 7 at 10-11, 8 at 12-13, 9 at 14-15, 10 at 16-17, 11 at 18-19, and 12 at 20.
Recovery
You regain all expended Umbra when you finish a Short or Long Rest. Starting at 7th level (Shadow Well), if you start your turn in dim light or darkness and have fewer than half your maximum Umbra (rounded up), you regain 1 Umbra. Starting at 18th level (Perfect Umbra), when you roll Initiative and have fewer than half your maximum Umbra (rounded up), you regain Umbra equal to half your maximum (rounded up). Umbra is never regained by casting spells or by damaging creatures, except through the Path of the Devouring Dark's Drink the Light and Gorge features.

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 4
Spells Known 15
Umbral Bolt
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within 60 feet
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Ranged spell attack using your Shadowdancer spell attack modifier
Defense: None

You flick a dart of condensed gloom at a creature, and where it lands the light goes grey and quiet.

Rules Text:

Action, 60 feet, one creature. Make a ranged spell attack (Proficiency Bonus + Charisma modifier). On a hit, the target takes 1d8 Necrotic damage. Cantrip Upgrade: the damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. No movement, no saving throw, no conditions.

Damage
Attack: Ranged spell attack
Shade's Whisper
Cantrip Illusion
Casting Time: 1 action
Range: 30 feet
Target: A point within 30 feet, or one nonmagical light source within 30 feet
Components: V, S
Duration: 1 minute
Movement: None
Attack / Save: None
Defense: None

Your whisper-shade answers for you, making the sound, the silhouette, or the darkness you need.

Rules Text:

Action, 30 feet, 1 minute. Choose one effect: (1) create a sound anywhere within 30 feet, from a whisper to a scream, which lasts up to 1 minute; or (2) create a Small shadowy figure, no larger than a 5-foot Cube, at a point you can see within 30 feet, which moves, gestures, and looks like a person made of smoke, lasting up to 1 minute; or (3) extinguish one nonmagical light source (torch, candle, lamp, small fire) within 30 feet. The sound and figure can be dismissed early as a Bonus Action. A creature can determine the figure is an illusion with a successful Intelligence (Investigation) check against your spell save DC. No damage, no saving throw unless investigating.

Utility
Cloak of Gloom
Level 1 Illusion
Casting Time: 1 action
Range: Self
Target: Self (one additional willing creature per spell level above 1)
Components: V, S
Duration: Concentration, up to 1 hour
Movement: None
Attack / Save: None
Defense: None

You pull a thin skin of dusk over yourself, and eyes slide off you the way water slides off glass.

Rules Text:

Action, Self, Concentration up to 1 hour. Dim light fills a 5-foot radius around you for the duration, and you have Advantage on Dexterity (Stealth) checks. You can take the Hide action even when you are only lightly obscured. This spell does not create magical darkness and does not negate Bright Light outside the radius. At Higher Levels: when you cast this spell using a spell slot of 2nd level or higher, you can target one additional willing creature within 30 feet for each slot level above 1st; each target carries its own 5-foot radius of dim light.

Buff
At Higher Levels:

One additional willing creature per slot level above 1st.

Grasping Umbra
Level 1 Conjuration
Casting Time: 1 action
Range: 30 feet
Target: One creature you can see within 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Strength saving throw against your spell save DC
Defense: None

Hands made of your shadow come off the ground and close around the target's ankles.

Rules Text:

Action, 30 feet, Concentration up to 1 minute. The target must make a Strength saving throw. On a failure, the target is Restrained for the duration; the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success the spell ends immediately with no effect. A Restrained creature can be freed early by any effect that removes the Restrained condition. At Higher Levels: when you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. No damage is dealt.

Control
Saving Throw: Strength
Conditions: Restrained
Duration: Concentration, up to 1 minute
At Higher Levels:

One additional target per slot level above 1st.

Umbral Jaunt
Level 2 Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Movement: Teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness
Attack / Save: None
Defense: None

You step into one patch of gloom and out of another, arriving with your blade already moving.

Rules Text:

Bonus Action, Self, Instantaneous. You teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness. This movement does not provoke Opportunity Attacks. If you arrive in dim light or darkness, the next attack roll you make before the end of your current turn has Advantage. At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher, the teleport distance increases by 30 feet for each slot level above 2nd.

Movement
Movement: Teleport up to 60 feet to a space in dim light or darkness
At Higher Levels:

+30 feet of teleport distance per slot level above 2nd.

Withering Dark
Level 2 Necromancy
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within 60 feet
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw against your spell save DC
Defense: None

You exhale a spool of black thread that sinks into the target and pulls the warmth out of it.

Rules Text:

Action, 60 feet, Instantaneous. The target must make a Constitution saving throw, taking 4d6 Necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also Frightened of you until the end of its next turn. At Higher Levels: the damage increases by 1d6 for each slot level above 2nd.

Damage
Saving Throw: Constitution
Damage: 4d6 necrotic (+1d6 per spell level above 2nd)
Conditions: Frightened
Duration: Frightened until the end of the target's next turn
At Higher Levels:

+1d6 Necrotic damage per slot level above 2nd.

Sphere of Night
Level 3 Evocation
Casting Time: 1 action
Range: 60 feet
Target: A 15-foot-radius Sphere centered on a point you can see within 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Constitution saving throw against your spell save DC (for the damage)
Defense: None

A slow, breathing ball of night settles over the battlefield, and only your friends can see through it.

Rules Text:

Action, 60 feet, Concentration up to 1 minute. A 15-foot-radius Sphere of magical darkness fills the area. You and a number of creatures of your choice equal to your Charisma modifier (minimum 1) can see through this darkness normally. Each other creature that enters the Sphere or starts its turn there must make a Constitution saving throw, taking 1d6 Necrotic damage on a failure, or no damage on a success. Bright light and dim light cannot penetrate the Sphere, and nonmagical light sources inside it are suppressed. At Higher Levels: the radius increases by 5 feet for each slot level above 3rd.

Damage
Saving Throw: Constitution
Damage: 1d6 necrotic (+5-foot radius per slot level above 3rd)
Duration: Concentration, up to 1 minute
Debuff
Conditions: Blinded (effectively, due to magical darkness)
Duration: Concentration, up to 1 minute
At Higher Levels:

+5-foot radius per slot level above 3rd.

Veil of the Unseen
Level 4 Illusion
Casting Time: 1 action
Range: Self
Target: Self
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None
Defense: None

You are not there. The air keeps your shape for a moment, then forgets it.

Rules Text:

Action, Self, Concentration up to 1 minute. You have the Invisible condition for the duration. Unlike ordinary invisibility, the spell does not end when you make an attack roll or cast a spell; however, the spell ends immediately if you enter an area of Bright Light. While Invisible in this way, you can take the Hide action as a Bonus Action. At Higher Levels: when you cast this spell using a spell slot of 5th level or higher, you can target one additional willing creature within 30 feet for each slot level above 4th.

Buff
Conditions: Invisible
Duration: Concentration, up to 1 minute
At Higher Levels:

One additional willing creature per slot level above 4th.

Rift of Shadow
Level 5 Conjuration
Casting Time: 1 action
Range: 60 feet
Target: A 20-foot-radius Sphere centered on a point you can see within 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Movement: You can teleport into the rift as a Bonus Action
Attack / Save: Dexterity saving throw against your spell save DC
Defense: None

You split the air and let the Plane of Shadow leak through, then walk in and out of the wound.

Rules Text:

Action, 60 feet, Concentration up to 1 minute. You tear open a 20-foot-radius Sphere of magical darkness centered on a point you can see within 60 feet. When the rift opens, each creature of your choice inside it must make a Dexterity saving throw, taking 4d8 Necrotic damage on a failure, or half as much on a success. The Sphere is magical darkness that you can see through; other creatures cannot see into or out of it. While the rift persists, you can teleport to any unoccupied space inside it as a Bonus Action on your turn, without expending Umbra and without provoking Opportunity Attacks. The rift ends early if you are Incapacitated or if you dismiss it as a Bonus Action.

Damage
Saving Throw: Dexterity
Damage: 4d8 necrotic
Duration: Instantaneous
Movement
Duration: Concentration, up to 1 minute
Movement: Teleport to any unoccupied space inside the rift as a Bonus Action
Debuff
Conditions: Blinded (effectively, due to magical darkness)
Duration: Concentration, up to 1 minute
Umbral Reaving
Level 6 Necromancy
Casting Time: 1 action
Range: 60 feet
Target: A 30-foot-radius Sphere centered on a point you can see within 60 feet
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw against your spell save DC
Defense: None

You rake a hooked hand of shadow across the field, and everything it touches goes colourless and blind.

Rules Text:

Shadow Arcanum (castable once per Long Rest without a spell slot). Action, 60 feet, Instantaneous. Each creature in a 30-foot-radius Sphere centered on a point you can see within 60 feet must make a Constitution saving throw, taking 8d6 Necrotic damage on a failure, or half as much on a success. A creature that fails the save is Blinded until the end of its next turn. Constructs and Undead have Disadvantage on this saving throw.

Damage
Saving Throw: Constitution
Damage: 8d6 necrotic
Conditions: Blinded
Duration: Blinded until the end of the target's next turn
Shadow Crossing
Level 7 Conjuration
Casting Time: 1 action
Range: Self
Target: Self and up to six willing creatures within 10 feet of you
Components: V, S
Duration: Instantaneous
Movement: Teleport up to 1 mile
Attack / Save: None
Defense: None

You open a doorway that is only a doorway because you say it is, and lead everyone through the dark on the other side.

Rules Text:

Shadow Arcanum (castable once per Long Rest without a spell slot). Action, Self, Instantaneous. You and up to six willing creatures within 10 feet of you travel through the Plane of Shadow and reappear at a destination within 1 mile that you have seen before and that is in dim light or darkness. Each creature arrives in an unoccupied space within 10 feet of the destination. If a creature has no unoccupied space available, it takes 3d6 Force damage and appears in the nearest unoccupied space. A creature brought along that is unwilling is left behind. No attack roll, no saving throw, no damage unless a space is unavailable.

Movement
Duration: Instantaneous
Movement: Teleport up to 1 mile with up to six willing creatures
Eclipse
Level 8 Evocation
Casting Time: 1 action
Range: 150 feet
Target: A 60-foot-radius Sphere centered on a point you can see within 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Constitution saving throw against your spell save DC
Defense: None

The sun does not go out. It simply stops being relevant inside a wide, patient circle of night.

Rules Text:

Shadow Arcanum (castable once per Long Rest without a spell slot). Action, 150 feet, Concentration up to 1 minute. A 60-foot-radius Sphere of magical darkness descends. Bright light and dim light cannot enter it. You and creatures you designate (up to your Charisma modifier, minimum 1) can see through it. Each other creature that starts its turn inside the Sphere must make a Constitution saving throw, taking 4d10 Necrotic damage on a failure, or half as much on a success; a creature that fails is also Blinded until the end of its next turn. The Sphere is stationary; you do not need to see the point to maintain it.

Damage
Saving Throw: Constitution
Damage: 4d10 necrotic
Conditions: Blinded
Duration: Blinded until the end of the target's next turn
Control
Conditions: Blinded (effectively, due to magical darkness)
Duration: Concentration, up to 1 minute
Total Eclipse
Level 9 Necromancy
Casting Time: 1 action
Range: 300 feet
Target: A 100-foot-radius Sphere centered on a point you can see within 300 feet
Components: V, S
Duration: Concentration, up to 1 minute
Movement: You can teleport inside the area as a Bonus Action
Attack / Save: Constitution saving throw against your spell save DC
Defense: None

You do not blot out a light. You blot out a district, and inside it you are the only thing that can see.

Rules Text:

Shadow Arcanum (castable once per Long Rest without a spell slot). Action, 300 feet, Concentration up to 1 minute. A 100-foot-radius Sphere of magical darkness fills the area; you and creatures you designate (up to your Charisma modifier, minimum 1) can see through it. When the spell is cast, each other creature inside must make a Constitution saving throw, taking 10d10 Necrotic damage and suffering the Blinded and Frightened conditions for 1 minute on a failure, or half as much damage and no conditions on a success. A creature affected by the conditions repeats the saving throw at the end of each of its turns, ending both conditions on itself on a success. While the spell persists, you can teleport to any unoccupied space inside the Sphere as a Bonus Action on your turn.

Damage
Saving Throw: Constitution
Damage: 10d10 necrotic
Conditions: Blinded, Frightened
Duration: 1 minute (save ends both at the end of each turn)
Movement
Duration: Concentration, up to 1 minute
Movement: Teleport to any unoccupied space inside the Sphere as a Bonus Action

Martial Abilities

Dusk Strike
Part of the Attack action (one attack) 1 Umbra Level 1
Range Melee reach (your weapon's reach, usually 5 feet)
Target One creature within your reach
Duration Instantaneous (Reaction lockout lasts until the end of the target's next turn)
Movement None
Attack / Save Melee weapon attack using your normal attack modifier

You strike along the seam between a creature and its shadow, and the wound keeps bleeding darkness after the blade is gone.

Rules Text:

When you take the Attack action, you can replace one of your attacks with this technique, or use it as part of an attack you already make. Expend 1 Umbra; make one melee weapon attack with a weapon you are wielding. On a hit, the attack deals its normal damage plus 1d8 Necrotic damage, and the target cannot take Reactions until the end of its next turn. The extra damage increases to 2d8 at 11th level and 3d8 at 17th level. Range is your weapon's reach; no saving throw; duration of the Reaction lockout is until the end of the target's next turn.

Prerequisites:

You must be wielding a melee weapon

Damage Effect
Attack: Melee weapon attack
Debuff Effect
Conditions: Cannot take Reactions
Duration: Until the end of the target's next turn
Whisper of Warning
Reaction 1 Umbra Level 1
Range 30 feet
Target One creature making an attack roll against you or an ally you can see
Duration Instantaneous
Movement None
Attack / Save None
Defense Imposes Disadvantage on the triggering attack roll against you or an ally

Your whisper-shade sees the blow before it lands and tells you, in the half-second you have, to be somewhere else.

Rules Text:

When a creature you can see within 30 feet of you makes an attack roll against you or against an ally you can see, you can take a Reaction and expend 1 Umbra to impose Disadvantage on that attack roll. The attack is resolved normally otherwise. No movement, no saving throw, no damage. You can use this ability after the roll is made but before the outcome is determined.

Debuff Effect
Attack: Imposes Disadvantage on the triggering attack roll
Shadow Grip
Magic action 2 Umbra Level 3
Range 60 feet
Target One creature you can see within 60 feet
Duration Instantaneous damage; Restrained until the end of your next turn
Movement The target's Speed becomes 0 while Restrained
Attack / Save Strength saving throw against your Shadowdancer spell save DC

You throw a noose of shadow that pins a foe where the light fails, and the noose keeps squeezing.

Rules Text:

As a Magic action, expend 2 Umbra and choose one creature you can see within 60 feet. The target must make a Strength saving throw against your Shadowdancer spell save DC (8 + Proficiency Bonus + Charisma modifier). On a failure, the target takes 3d6 Necrotic damage and has the Restrained condition until the end of your next turn. On a success, the target takes half damage (rounded down) and is not Restrained. The damage increases to 4d6 at 9th level and 5d6 at 15th level. Restrained creatures have 0 Speed and attacks against them have Advantage. Range 60 feet, one target, no movement caused by you.

Damage Effect
Saving Throw: Strength
Damage: 3d6 necrotic (4d6 at 9th level, 5d6 at 15th level)
Control Effect
Conditions: Restrained
Duration: Until the end of your next turn
Movement: Target's Speed is 0
Cloak of the Unseen
Bonus Action 2 Umbra Level 5
Range Self
Target Self
Duration Until the end of your next turn (1 minute at 11th level if you neither attack nor cast a spell)
Movement +10 feet to your Speed while Invisible
Attack / Save None
Defense Attacks against you have Disadvantage while you are Invisible and unseen; you cannot be targeted by effects that require the caster to see you

You thin yourself out of the world for a breath, long enough for the room to lose track of you.

Rules Text:

As a Bonus Action, expend 2 Umbra to gain the Invisible condition until the end of your next turn. The invisibility ends early immediately after you make an attack roll or cast a spell. While Invisible in this way, you can take the Hide action as part of the same Bonus Action, and your Speed increases by 10 feet. Starting at 11th level, if you do not attack or cast a spell, the invisibility lasts up to 1 minute instead of until the end of your next turn. No saving throw, no damage, no movement beyond the 10-foot Speed increase.

Buff Effect
Conditions: Invisible
Duration: Until the end of your next turn, or 1 minute at 11th level
Movement: +10 feet Speed
Sever the Light
Magic action 4 Umbra Level 9
Range 60 feet
Target One creature you can see within 60 feet
Duration Instantaneous damage; Blinded for 1 minute (save ends at the end of each of its turns)
Movement None
Attack / Save Constitution saving throw against your Shadowdancer spell save DC

You put a blade of pure absence through a creature's eyes and take the light out of it.

Rules Text:

As a Magic action, expend 4 Umbra and choose one creature you can see within 60 feet. The target must make a Constitution saving throw against your Shadowdancer spell save DC. On a failure, the target takes 5d8 Necrotic damage and has the Blinded condition for 1 minute; a Blinded target repeats the saving throw at the end of each of its turns, ending the condition on itself on a success. On a success, the target takes half damage (rounded down) and is not Blinded. A creature that is immune to the Blinded condition still takes the damage. Range 60 feet, one target, no movement caused or granted.

Damage Effect
Saving Throw: Constitution
Damage: 5d8 necrotic
Control Effect
Conditions: Blinded
Duration: 1 minute (save ends at the end of each of its turns)
Between All Shadows
Bonus Action 5 Umbra Level 17
Range 60 feet
Target Self; then one creature within your reach for the attack
Duration Instantaneous; Invisible until the start of your next turn
Movement Teleport up to 60 feet to an unoccupied space you can see, no shadow requirement
Attack / Save One melee weapon attack with Advantage using your normal attack modifier
Defense You gain the Invisible condition until the start of your next turn, imposing Disadvantage on attacks against you

There is no distance between any two dark places, and for one heartbeat you stop pretending there is.

Rules Text:

As a Bonus Action, expend 5 Umbra to teleport up to 60 feet to an unoccupied space you can see; this teleport does not require dim light or darkness at either end and does not provoke Opportunity Attacks. Immediately after arriving, you can make one melee weapon attack with Advantage. On a hit, the attack deals its normal damage plus 3d8 Necrotic damage. After the attack, you have the Invisible condition until the start of your next turn. Range 60 feet; no saving throw; the attack uses your normal attack modifier.

Prerequisites:

You must be wielding a melee weapon to make the attack; the teleport works regardless

Movement Effect
Movement: Teleport up to 60 feet without provoking Opportunity Attacks
Damage Effect
Attack: Melee weapon attack with Advantage
Buff Effect
Conditions: Invisible
Duration: Until the start of your next turn

Transformations

Shadowform
1 minute, requires Concentration 3 Umbra Level 3
Action Bonus Action
Range Self
Target Self
Movement +10 feet Speed; can move through other creatures' spaces; not slowed by their spaces
Attack / Save None
Defense Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks

You let the Plane of Shadow into your skin until you are only three-quarters in the world. Blades drag through you like oars through water.

Rules Text:

As a Bonus Action, expend 3 Umbra and enter Shadowform for 1 minute, requiring Concentration. While in Shadowform: you have Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks; your Speed increases by 10 feet; you can move through the spaces of other creatures (but not through solid objects or walls) without treating them as Difficult Terrain; and you have Advantage on Dexterity (Stealth) checks. You cannot cast spells of 1st level or higher while in Shadowform, though you can maintain Concentration on this transformation and cast cantrips. You can end the transformation as a Bonus Action at any time. If you end your turn inside another creature's space, you are shunted to the nearest unoccupied space and take 1d6 Force damage.

Changes:

Resistance to nonmagical Bludgeoning, Piercing, and Slashing damage, +10 feet Speed, Can move through the spaces of creatures, Advantage on Dexterity (Stealth) checks, Cannot cast spells of 1st level or higher

Limitations:

Cannot cast spells of 1st level or higher, Cannot move through solid objects, Takes 1d6 Force damage if it ends its turn inside a creature's space

Shadow Double
1 minute, requires Concentration 3 Umbra Level 5
Action Bonus Action
Range 30 feet (creation); 120 feet (sight range for originating attacks and spells)
Target Self; one shadow duplicate
Movement The duplicate moves up to 30 feet as a Bonus Action; you can swap places with it as a Bonus Action
Attack / Save None directly; attacks and spells originated from the duplicate use your normal attack modifier and spell save DC
Defense The duplicate has AC 14 + your Charisma modifier and 1 Hit Point; it can be targeted and destroyed by attacks and spells

Your whisper-shade steps sideways out of you and stands where you are not. Enemies split their attention, and you are of two minds about which of you should be hit.

Rules Text:

As a Bonus Action, expend 3 Umbra to create a shadow duplicate of yourself in an unoccupied space you can see within 30 feet. The duplicate lasts 1 minute, requires Concentration, and ends early if it drops to 0 Hit Points or if you end the transformation as a Bonus Action. The duplicate has AC 14 + your Charisma modifier, 1 Hit Point, and uses your saving throw bonuses and skill modifiers. As a Bonus Action on your turn, you can move the duplicate up to 30 feet (to a space you can see) or swap places with it, teleporting yourself to its space and it to your space; this teleport does not provoke Opportunity Attacks and has no maximum range as long as you can see the duplicate. While the duplicate exists within 120 feet of you and you can see it, you can originate spells and weapon attacks from the duplicate's space instead of your own. Only one duplicate can exist from this transformation at a time.

Changes:

A controllable duplicate exists within 30 feet, You can swap places with the duplicate as a Bonus Action, You can originate attacks and spells from the duplicate's space

Special Actions:

Move the duplicate up to 30 feet (Bonus Action), Swap places with the duplicate (Bonus Action), Originate a spell or weapon attack from the duplicate's space (part of that action)

Limitations:

Only one duplicate at a time from this transformation, The duplicate has 1 Hit Point, Concentration is required

Umbral Flight
10 minutes, requires Concentration 3 Umbra Level 7
Action Bonus Action
Range Self
Target Self
Movement Fly Speed 40 feet (hover); Dash as a Bonus Action
Attack / Save None
Defense No damage from falling when the transformation ends or if you are knocked out of the air

Wings of stitched night unfold from your back, and you move the way a rumour moves through a town.

Rules Text:

As a Bonus Action, expend 3 Umbra to grow wings of shadow for 10 minutes, requiring Concentration. While the transformation lasts, you have a Fly Speed of 40 feet with the ability to hover; you take no damage from falling if the transformation ends while you are airborne, and you land on your feet. You can also take the Dash action as a Bonus Action while the transformation lasts. The wings shed dim light in a 5-foot radius, which does not hinder your own Stealth (it counts as dim light for your Shadowstep and class features). You can end the transformation as a Bonus Action.

Changes:

Fly Speed 40 feet with hover, Dash as a Bonus Action, Immune to falling damage

Special Actions:

Dash as a Bonus Action

Limitations:

Concentration is required, The wings shed dim light in a 5-foot radius

Devouring Dark
1 minute, requires Concentration 4 Umbra Level 11
Action Bonus Action
Range Self
Target Self
Movement None
Attack / Save Weapon attacks use your normal attack modifier; no additional saving throw
Defense Advantage on Constitution saving throws to maintain Concentration on this transformation

Your shadow stops trailing you and starts hunting from your hands. Everything you cut, you also eat.

Rules Text:

As a Bonus Action, expend 4 Umbra to take on the Devouring Dark for 1 minute, requiring Concentration. While transformed, your weapon attacks deal an extra 1d8 Necrotic damage, and once per turn when you deal Necrotic damage with a weapon attack you regain Hit Points equal to your Charisma modifier (minimum 1). You have Advantage on Constitution saving throws made to maintain Concentration on this transformation. You cannot cast spells of 1st level or higher while transformed. The extra Necrotic damage does not stack with Ravenous Shade from the Path of the Devouring Dark; use the higher of the two.

Changes:

+1d8 Necrotic damage on weapon attacks, Once per turn, regain Hit Points equal to Charisma modifier when dealing Necrotic damage with a weapon attack, Advantage on Concentration saves for this transformation, Cannot cast spells of 1st level or higher

Limitations:

Cannot cast spells of 1st level or higher, Does not stack with Ravenous Shade, Concentration is required

Deep Shadow
1 minute, requires Concentration 5 Umbra Level 13
Action Bonus Action
Range Self
Target Self
Movement Can move through creatures and solid objects as Difficult Terrain
Attack / Save None
Defense Resistance to all damage except Radiant and Force

You put most of yourself on the other side. Walls become suggestions and blades become weather.

Rules Text:

As a Bonus Action, expend 5 Umbra to enter Deep Shadow for 1 minute, requiring Concentration. While in this state: you have Resistance to all damage except Radiant and Force; you can move through creatures and solid objects as if they were Difficult Terrain, but if you end your turn inside a solid object you take 2d10 Force damage and are shunted to the nearest unoccupied space; you have Advantage on Dexterity (Stealth) checks; and you can take the Hide action as a Bonus Action. You cannot cast spells of 1st level or higher while in Deep Shadow, and you cannot make Opportunity Attacks. You can end the transformation as a Bonus Action.

Changes:

Resistance to all damage except Radiant and Force, Can pass through creatures and solid objects, Hide as a Bonus Action, Cannot cast spells of 1st level or higher

Special Actions:

Hide as a Bonus Action

Limitations:

Cannot cast spells of 1st level or higher, Cannot make Opportunity Attacks, Takes 2d10 Force damage and is shunted if it ends its turn inside an object

Sovereign of Night
1 minute, requires Concentration 6 Umbra Level 17
Action Bonus Action
Range Self
Target Self
Movement Teleport up to 60 feet as a Bonus Action on each of your turns
Attack / Save Weapon attacks use your normal attack modifier; no saving throw
Defense Resistance to nonmagical Bludgeoning, Piercing, and Slashing damage; Invisible while in dim light or darkness

For one minute you are what the Plane of Shadow wants to be when it grows up: a person-shaped absence with opinions.

Rules Text:

As a Bonus Action, expend 6 Umbra to become the Sovereign of Night for 1 minute, requiring Concentration. While transformed you gain all of the following: Truesight out to 120 feet; you can see through magical darkness as if it were dim light; you have the Invisible condition while you are in dim light or darkness; your weapon attacks deal an extra 2d8 Necrotic damage; you have Resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks; and you can teleport up to 60 feet to an unoccupied space you can see as a Bonus Action on each of your turns, without provoking Opportunity Attacks. You cannot cast spells of 1st level or higher while transformed. If you end your turn inside Bright Light, the transformation ends immediately.

Changes:

Truesight 120 feet, See through magical darkness, Invisible while in dim light or darkness, +2d8 Necrotic damage on weapon attacks, Resistance to nonmagical Bludgeoning, Piercing, and Slashing damage, Teleport 60 feet as a Bonus Action

Special Actions:

Teleport up to 60 feet as a Bonus Action

Limitations:

Cannot cast spells of 1st level or higher, Transformation ends immediately if you end your turn in Bright Light, Concentration is required

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes The Shadowdancer is a d8, light-armor skirmisher with Pact Magic and a short-rest Umbra pool, comparable in raw output to a Warlock that fights with a finesse weapon but with fewer, narrower spells. Its sustained damage sits below a Fighter or Rogue because it gains only one Extra Attack at 5th level and its bonus damage (Devouring Dark's Ravenous Shade, Night Incarnate) is conditional on dim light or darkness. Its spell list is deliberately restricted to illusion, necrotic, and teleportation effects with no broad utility or summoning. Its defensive tools (Shadow Mantle, Slippery Shade, Shadowform, Deep Shadow) are strong but cost Concentration or Umbra, so it cannot stack a transformation, a spell, and a martial technique in the same turn. Out-of-combat it excels at Stealth, infiltration, and travel via Shadowstep and Shadow Crossing, which parallels a Rogue's scouting role without a Rogue's Sneak Attack or Expertise scaling.
Level Prof. Features Resources Spell Slots
1 +2 Whisper-Shade, Umbra, Shadow Weave (Pact Magic) Umbra: 2 L1: 1
2 +2 Shadowstep, Nighteyes Umbra: 3 L1: 2
3 +2 Shadow Mantle, Umbral Path (Path of the Severed Mirror: Mirror Twin / Path of the Thin Place: Threshold Sense / Path of the Devouring Dark: Ravenous Shade) Umbra: 3 L2: 2
4 +2 Ability Score Improvement or Feat Umbra: 4 L2: 2
5 +3 Umbral Blade Umbra: 4 L3: 2
6 +3 Umbral Path feature (Reflected Harm / Riftwalker / Drink the Light) Umbra: 5 L3: 2
7 +3 Shadow Well, Slippery Shade Umbra: 5 L4: 2
8 +3 Ability Score Improvement or Feat Umbra: 6 L4: 2
9 +4 Deeper Step Umbra: 6 L5: 2
10 +4 Umbral Path feature (Company of Shades / Carry the Dark / Feast of Shadows) Umbra: 7 L5: 2
11 +4 Shadow Arcana (6th-level spell: Umbral Reaving) Umbra: 7 Pact Magic Slots: 3 slots of 5th level L5: 3
12 +4 Ability Score Improvement or Feat Umbra: 8 Pact Magic Slots: 3 slots of 5th level L5: 3
13 +5 Shadow Arcana (7th-level spell: Shadow Crossing) Umbra: 8 Pact Magic Slots: 3 slots of 5th level L5: 3
14 +5 Umbral Path feature (Umbral Mirroring / Far Dark / Gorge) Umbra: 9 Pact Magic Slots: 3 slots of 5th level L5: 3
15 +5 Shadow Arcana (8th-level spell: Eclipse) Umbra: 9 Pact Magic Slots: 3 slots of 5th level L5: 3
16 +5 Ability Score Improvement or Feat Umbra: 10 Pact Magic Slots: 3 slots of 5th level L5: 3
17 +6 Shadow Arcana (9th-level spell: Total Eclipse) Umbra: 10 Pact Magic Slots: 4 slots of 5th level L5: 4
18 +6 Perfect Umbra Umbra: 11 Pact Magic Slots: 4 slots of 5th level L5: 4
19 +6 Ability Score Improvement or Epic Boon Feat Umbra: 11 Pact Magic Slots: 4 slots of 5th level L5: 4
20 +6 Night Incarnate Umbra: 12 Pact Magic Slots: 4 slots of 5th level L5: 4

Class Features

Whisper-Shade (Level 1)

Your reflection peeled away and became a whisper-shade, a severed duplicate of you that lends you the dark between things. You gain Darkvision out to 60 feet. While you are in dim light or darkness, you have advantage on Dexterity (Stealth) checks. As a Bonus Action, you can snuff one nonmagical light source (a torch, candle, lamp, or small fire) that you can see within 10 feet of yourself, plunging its space into darkness. Your whisper-shade also speaks to you: it offers the cruel, the efficient, or the cowardly option, never the kind one, and it remembers every secret you tell it.

Umbra (Level 1)

You hold a well of stolen darkness called Umbra. Your Umbra maximum equals 2 + one-half your Shadowdancer level (rounded down). You regain all expended Umbra when you finish a Short or Long Rest. Umbra fuels your martial techniques and your transformations; you must choose each turn between striking harder, moving strangely, or wearing a darker shape, because you cannot do all three at once. Your Umbra save DC equals 8 + your Proficiency Bonus + your Charisma modifier.

Resource Cost: Umbra

Shadow Weave (Pact Magic) (Level 1)

You have learned to channel the Shadow Weave through the rift your whisper-shade left in you. Charisma is your spellcasting ability for Shadowdancer spells. You know two Shadowdancer cantrips and two 1st-level Shadowdancer spells at 1st level, and you learn additional spells as shown in the progression table. You have a number of Pact Magic spell slots of the level shown in the table; you regain all expended Pact Magic spell slots when you finish a Short or Long Rest. You can use a dagger, a shortsword, or a shadow-touched trinket (a ring, a mirror shard, or a sealed lantern) as a Spellcasting Focus for your Shadowdancer spells. Spell save DC = 8 + Proficiency Bonus + Charisma modifier; Spell attack modifier = Proficiency Bonus + Charisma modifier.

Shadowstep (Level 2)

As a Bonus Action, you can teleport up to 30 feet to an unoccupied space you can see. Either the space you leave or the space you arrive in must be in dim light or darkness; you cannot step from bright light into bright light. This movement does not provoke Opportunity Attacks. Starting at 9th level, the distance increases to 60 feet (Deeper Step).

Resource Cost: None

Prerequisite: You must not be in bright light, unless your destination is in dim light or darkness.

Nighteyes (Level 2)

Your Darkvision extends to 120 feet. In addition, you can see through magical darkness as though it were dim light within 30 feet of yourself, and you can perceive the true shape of illusions that create darkness or shadow within that radius.

Shadow Mantle (Level 3)

While you are in dim light or darkness, you gain a +1 bonus to AC. This bonus increases to +2 at 11th level. You gain no benefit from this feature while you wear medium or heavy armor or wield a Shield.

Umbral Path (Level 3)

You choose the way your whisper-shade shapes you: the Path of the Severed Mirror, the Path of the Thin Place, or the Path of the Devouring Dark. Your choice grants features at 3rd, 6th, 10th, and 14th level.

Umbral Blade (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn. You gain no further Extra Attack improvement from this class, and this feature does not stack with Extra Attack from another class.

Shadow Well (Level 7)

Your whisper-shade sips the dark around you and gives some back. If you start your turn in dim light or darkness and you have fewer than half your maximum Umbra (rounded up), you regain 1 Umbra.

Slippery Shade (Level 7)

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Deeper Step (Level 9)

Your Shadowstep distance increases to 60 feet, and you can bring one willing creature within 5 feet of you along with you; that creature arrives in an unoccupied space within 5 feet of your destination.

Shadow Arcana (Level 11)

You learn one great working of shadow at 11th level, and another at 13th, 15th, and 17th level. Each is a Shadowdancer spell of 6th, 7th, 8th, or 9th level respectively, chosen from the Shadowdancer spell list (Umbral Reaving, Shadow Crossing, Eclipse, Total Eclipse). Each Arcana is always prepared, does not count against your spells known, and can be cast once without expending a Pact Magic spell slot. You regain all expended Arcana uses when you finish a Long Rest. You can also cast an Arcana using a Pact Magic spell slot of the appropriate level if you somehow possess one.

Resource Cost: 1 Arcana use per spell

Prerequisite: Shadowdancer level 11, 13, 15, or 17 for the corresponding spell level

Perfect Umbra (Level 18)

When you roll Initiative and have fewer than half your maximum Umbra (rounded up), you regain Umbra equal to half your maximum (rounded up). In addition, once per Long Rest, when you are reduced to 0 Hit Points, you can instead drop to 1 Hit Point and become invisible until the end of your next turn.

Night Incarnate (Level 20)

You are more shadow than person. While you are in dim light or darkness, you have Resistance to Necrotic and Psychic damage and you have Advantage on Dexterity (Stealth) checks made to Hide. Once per turn, when you hit a creature with a weapon attack while you are in dim light or darkness, you deal an extra 2d8 Necrotic damage. In addition, when you use Shadowstep, you can make one weapon attack as part of the same Bonus Action.

Ready to Explore More Class Options?

Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!

Register to unlock spellcasting details, subclass features, and class-specific quests!

Sign Up Now - It's Free!

No credit card required. Start exploring in minutes!