BR:Shadowmage

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Shadowmage

With skill and patience, Shadowmages can read the shadows, manipulating them and the object or force that cast it. Students of the shadow have learned how to “peer sidewise” to perceive the shadows cast by each entity and object in the Aurbis. Of course, these are not literal shadows, but the emanation of the limen each object possesses.

Through their learning and focus on the hyperagonal sense, the Shadowmage becomes skilled at instant translocation. They can step through the shadows, almost as a matter of reflex.

Another use for the Shadowmage's prowess in magical translocation is ability to create a transluminal flow of essence from their adversaries. This malicious shadow draining allows the mage to absorb the life essence of others.

Shadowmage Features
Level Feature
1st Path Spells, Drain Essence, Child of Darkness
6th Shadowy Escape
10th Cloak of Shadows
14th Delirium

Path Spells

The path of shadow that you follow grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to path spells.

Once you gain access to a path spell, you always know it, and it doesn't count against the number of spells you know. If you gain access to a spell that doesn't appear on the nightblade spell list, the spell is nonetheless a nightblade spell for you.

Shadowmage Spells
Nightblade Level Path Spells
1st burning hands, sleep
3rd calm emotions, phantasmal force
5th blink, stinking cloud
7th dominate beast, greater invisibility
9th dominate person, seeming

Drain Essence

Starting at 1st level, your study of the dark arts allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Personality modifier + your nightblade level (minimum of 1 temporary hit point).

Child of Darkness

Also at 1st level, you find yourself being the most comfortable while surrounded in darkness. While you are in dim light, darkness, or magical darkness, you gain the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Shadowy Escape

Starting at 6th level, you can vanish in a puff of smoke in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Cloak of Shadows

By 10th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Delirium

Starting at 14th level, you can plunge a creature into an illusory shadow realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Willpower saving throw against your nightblade spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a shadow realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.