Shadowling (5e Race)
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Shadowling[edit]
Unknown in light, unknown in dark, to those who walk, unknown are our fate. Nameless Shadowling before being executed for killing a corrupt noble.
Physical Description[edit]
Shadowlings are an enigmatic race, their forms varying greatly among individuals. Most Shadowlings lack a solid body, appearing as a vaguely humanoid shape composed of shifting shadows. Variants include Solidark, Voidshadow, Shadowborn, Darkmade, Blackhound, and Brightshadow Shadowlings, each with distinct physical characteristics:
Solidark Shadowlings: Solid pitch-black with red, white, silver, or gold "eyes"; they do not leave a trail of shadows. Voidshadow Shadowlings: Resemble a moonless night sky with a swirling pattern around a pitch-black spot; have red, orange, yellow, or white eyes and leave a nebula-like trail of shadows. Shadowborn Shadowlings: The most humanoid, with material bodies and skin tones ranging from black to white, sometimes with slight hues of normal humanoid tones; their eye colors vary and are always covered by a plume of shadows. They leave behind a slight mist of shadow. Darkmade Shadowlings: Transformed by arcane means, appearing as skeletal or slender figures covered in shadows; they typically lack eyes but have red glowing orbs where eyes should be. Blackhound Shadowlings: Small skeletal bodies wrapped in shadows, often with vicious grins and glowing eyes and mouths. Brightshadow Shadowlings: Bodies swirling with light and darkness, the light forming their eyes and mouth; they leave a trail of dark and shimmering mist.
History[edit]
The Shadowlings are an ancient and enigmatic race whose origins are shrouded in mystery. Their existence is tied to the very fabric of darkness and shadow, giving rise to countless legends and myths throughout the ages. The history of the Shadowlings is a tale of survival, magic, and the delicate balance between light and dark.
The Dawn of Shadows According to ancient texts and oral traditions, the first Shadowlings emerged during a cataclysmic event known as the "Veil Sundering." This event, which occurred millennia ago, caused a rift between the Material Plane and the Plane of Shadows. As the two planes collided, creatures of shadow and darkness seeped into the world, giving rise to the first Shadowlings. These early Shadowlings were primal and formless, existing as pure embodiments of shadow.
The Great Convergence Over time, the Shadowlings began to evolve and adapt to their new environment. During a period known as the "Great Convergence," they developed more defined forms and started to exhibit individual traits and personalities. This era saw the rise of different Shadowling subraces, each adapting to specific aspects of their shadowy nature.
Solidark Shadowlings: These Shadowlings solidified their forms, becoming tangible and gaining control over their physical presence. They became skilled warriors and guardians of their kin.
Voidshadow Shadowlings: These Shadowlings embraced the void, becoming ethereal and gaining the ability to manipulate darkness and light. They became mystics and sages, revered for their wisdom.
Shadowborn Shadowlings: These Shadowlings developed a more humanoid appearance, blending in with other races and becoming skilled diplomats and spies.
Darkmade Shadowlings: These Shadowlings were created through arcane rituals, transforming other beings into Shadowlings. They became feared and respected for their mastery of dark magic.
Blackhound Shadowlings: These Shadowlings retained a more primal and feral form, becoming hunters and scouts for their communities.
Brightshadow Shadowlings: These Shadowlings developed a unique balance of light and dark within themselves, becoming healers and defenders against both physical and spiritual threats.
The Shadow Wars The Shadowlings' existence was not without conflict. Throughout history, they faced numerous threats from both within and outside their communities. One of the most significant periods of conflict was the "Shadow Wars," a series of battles fought between different Shadowling factions and other races who sought to control or eradicate them. These wars were devastating but also served to strengthen the Shadowlings' resolve and unity.
The Age of Seclusion In the aftermath of the Shadow Wars, the Shadowlings entered an era known as the "Age of Seclusion." During this time, they withdrew from the broader world, seeking to preserve their way of life and avoid further conflict. They established hidden enclaves in remote regions, protected by powerful magic and shrouded in darkness. This period allowed the Shadowlings to rebuild and focus on honing their unique abilities.
Modern Era In the present day, Shadowlings are still a rare and mysterious race, often misunderstood and feared by others. However, some Shadowlings have ventured out into the world, seeking knowledge, adventure, and a place among other races. Their unique abilities and enigmatic nature make them valuable allies and formidable foes.
Shadowlings continue to balance their existence between light and dark, embracing their shadowy heritage while navigating a world that often views them with suspicion. Their history is a testament to their resilience, adaptability, and the enduring mystery of the shadows.
Society[edit]
The society of the Shadowlings is as enigmatic and diverse as their physical forms. Living in secluded and shadowy enclaves, Shadowling communities are structured around the delicate balance between light and dark, order and chaos. Their culture is deeply rooted in their connection to the Plane of Shadows, and their societal norms reflect their unique abilities and perspectives.
Hierarchical Structure Shadowling society is organized into a loose hierarchy, with roles and responsibilities often determined by the individual's subrace and abilities. The hierarchy is not rigid, and it is based more on respect and recognition of talents rather than strict authority.
The Umbra Council: At the top of Shadowling society is the Umbra Council, a group of the eldest and most powerful Shadowlings from each subrace. They are responsible for making important decisions, maintaining the balance within the community, and serving as advisors and leaders.
Elders and Mystics: Below the council are the Elders and Mystics, who are respected for their wisdom, experience, and mastery of shadow magic. They often serve as teachers, healers, and spiritual guides.
Warriors and Hunters: Shadowlings with a more physical prowess, such as Solidark and Blackhound Shadowlings, serve as protectors and providers. They are responsible for defending the community and hunting for sustenance.
Artisans and Crafters: Shadowlings with skills in crafting and creation, including Brightshadow and Shadowborn Shadowlings, produce goods and tools necessary for daily life. They are also involved in artistic endeavors, creating shadow-infused artworks and enchanting items.
Scouts and Spies: The more elusive and stealthy Shadowlings, such as Voidshadow and Shadowborn Shadowlings, act as scouts, spies, and messengers. They gather information and ensure the safety of their enclaves by keeping an eye on potential threats.
Cultural Practices Rituals and Celebrations:
Lunar Festivals: Shadowlings celebrate the phases of the moon with various festivals. The full moon is particularly significant, symbolizing a time of heightened power and clarity. These festivals include feasting, dancing, and communal rituals to honor their connection to the moon and shadows. Veil Sundering Remembrance: An annual event commemorating the Veil Sundering, during which Shadowlings recount their origins and the sacrifices of their ancestors. It is a solemn occasion, marked by storytelling and rituals that strengthen their bonds. Art and Music:
Shadow Art: Shadowlings are known for their unique art forms that manipulate light and darkness. They create intricate shadow sculptures and paintings that change appearance based on the viewer's perspective and the light source. Music of the Shadows: Their music often incorporates haunting melodies and rhythms that evoke the mysterious nature of their existence. Instruments are crafted from natural materials and enchanted to produce ethereal sounds. Education and Training:
Mentorship System: Young Shadowlings are paired with mentors who guide them in honing their abilities and understanding their heritage. This system fosters strong relationships and ensures the preservation of their traditions and knowledge. Shadow Magic Schools: Specialized schools exist to teach the various aspects of shadow magic, from combat techniques to healing arts. Each subrace has its own school that emphasizes its particular strengths and abilities. Social Norms and Values Balance and Harmony: Central to Shadowling society is the concept of balance—between light and dark, individuality and community, power and restraint. Shadowlings strive to maintain this balance in all aspects of life.
Respect for Elders: Elders are highly respected for their wisdom and experience. Their guidance is sought in times of crisis, and their teachings are considered invaluable.
Secrecy and Trust: Given their history of conflict and persecution, Shadowlings value secrecy and discretion. Trust is paramount, and betrayal is one of the gravest offenses.
Community and Cooperation: Despite their individualistic abilities, Shadowlings place a high value on community and cooperation. They understand that their strength lies in their unity and the unique contributions of each member.
Relationships with Other Races Isolationism: For much of their history, Shadowlings have remained isolated to protect themselves from external threats. Their enclaves are hidden and protected by powerful magic, making them difficult to find and even harder to infiltrate.
Ambassadors and Diplomats: In recent times, some Shadowlings have taken on roles as ambassadors and diplomats, seeking to build alliances and foster understanding with other races. These individuals are often Shadowborn or Voidshadow Shadowlings, skilled in communication and subterfuge.
Reputation and Prejudice: Shadowlings are often misunderstood and feared by other races due to their mysterious nature and connection to darkness. Those who venture into the wider world must navigate a landscape of suspicion and prejudice, proving their worth and integrity through their actions.
Shadowling Names[edit]
Shadowlings tend to have common names from all languages and a name in primordial, which is often said in Tenebraille and start with the gender of the individual.
Tenebraille names: Woman walk in Shadows, Man invisible, Woman seducing, Man Dead Walking, Woman Bright heart, Etc..
Common Male: Astrum, HinueIo
Common Female: Luna, Terra, Tenebrae,
Shadowling Traits[edit]
Ability Score Increase. Your Dexterity or Wisdom score increases by 1.
Age. Shadowlings can live over few thousand years old, and are considered mature about 100 years old, but that depend on the type of Shadowling.
Alignment. Shadowlings tend to be all over the spectrum, especially Solidark, Voidshadow and Shadowborn Shadowlings, but a Darkmade Shadowling will tend over the Chaotic side, a Blackhound Shadowling will tend to be evil and Brightshadow will tend over Neutral good.
Size. Shadowlings are generally able to shape the form they take, but they will always be of an Humanoid shape as they have a skeleton. they tend to be around human size, with exception of Solidark Shadowlings who are often bigger than Humans
Speed. Your base walking speed is 35 feet.
Perfect Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. Within 30 ft, you can see colours in the dark, but the colours you see are faded (ex: orange and gold will look the same)
Light sensivility. Since you are made of shadows, the presence of bright light makes you uncomfortable, giving you disadvantage to all of your rolls when in your in bright light. You also have disadvantage against being blinded.
Willful darkness. As an action, you can change your body info a plum of darkness, as if you cast darkness on yourself. While doing it, you cannot get hit by non-magical attacks that target you and those attacks pass through you, and you gain +5 to AC for attacks made with magical weapons or spells. You have Blindsight in that area and blind beyond that. Any creature in that area that can see can see through the darkness. While this is active, you cannot use your action and you are immune to necrotic damage. You can use this a number of times equal to your Wisdom mod + proficiency bonus, and on each of your turn, you need to pass a Constitution saving throw of DC 5 plus half the total damage you took during this turn. Recharge after long rest.
Shadow body. Since you are completely, or mostly, made of shadows, you are immune to poisons and disease, but you need to sleep for 8 plus 2 hours where you are not quite awake, giving you a -2 to you initiative and you attacks rolls. Whenever you gain a level, your hit point maximum increases by an additional 2 hit points. Unless specified you are still affected by poison damage.
Shadow of deaths. When you die and the person who killed you is still alive and within line of sight, make a roll where the DC is 20 – Wisdom mod - proficiency, if you succeed, the shadows that constitute your body form a creature to avenge you, the creature is a manifestation of your will/soul (you control the creature) and will not attack people you consider your friends, but will attack people who are neutral or against you. Check the Will of death feature of your subrace to know what is summoned. The creature summoned is not capable of reason or speech, but can understand strategy, and will always chase the object of your death. The creature summoned will dissolve after one hour without a creature to attack, if the creature that killed you die, or if it doesn't find an enemy to attack for 1 hour. When you use this trait, you can still be resurrected.
Languages. You can speak, read, and write Common, Tenebraille (native language of Shadowlings) and Primordial.
Subrace. Solidark, Voidshadow, Shadowborn, Darkmade, Blackhound, Brightshadow.
Solidark[edit]
Ability Score Increase. Your Strength and Constitution score increases by 1.
Solid darkness. When you use your Willful darkness trait, projectiles do not pass through you and you take the damage from all range attacks that pass through the darkness, instead of the target, but you gain resistance to all types of damages.
Shadow body. You are resistant to poison damage and do not need food or air to survive. Your creature type is elemental.
Will of death. Roll one die equal to half your proficiency bonus, the number you get determine the number of Shadow spawn. When you die, the Shadows that constitute you disperses, leaving a black core with a skeleton, which count as your body for resurrections.
Voidshadow[edit]
Ability Score Increase. Your Constitution score increases by 2.
Nebula of the Void. When you use your Willful darkness trait, you absorb everything caught in it, reducing them into nothingness. Creatures in the darkness do not see through it, projectiles that would pass trough are consumed and creatures caught in the darkness take (proficiency bonus) d6 force damage. You still are physically in the centre of it, so you can still be targeted.
Shadow body. You are resistant to poison damage and do not need food or air to survive. Your creature type is elemental.
Will of death. Your body burst, leaving only your core and equipment, and the shadows that form a Unelemental (5e Creature). When you die, the shadows that constitute you disperses, leaving a black core with a skeleton, which count as your body for resurrections with a Wish.
Shadowborn[edit]
Ability Score Increase. Your Constitution and Charisma score increases by 1.
Malleable darkness. By consuming a use of your Willful darkness trait you can form objects by molding your darkness as you see fit. By expanding a use of Willful darkness, you can cast Mage armour, false life or cure wounds as a half-caster highest spell slot at your lv or form any weapon from your darkness. The weapons you create with your darkness count as magical for overcoming resistances, and you can make a glyph to copy the enchantments of a magic weapon/armour/ piece of clothing, as long as the enchantment is not to complex, that you have access to the magic item during all the process and you can create a magic item of that rarity. The cost of copying an enchantment and applying it to a glyph is equal to half of the monetary cost, but the entire time it would take to make it.
Shadow body. Your creature type is humanoid and elemental. You are not affected by the light sensitivity trait of base Shadowling.
Will of death. You come back at full health as a Revenant[1], without the Regeneration and Rejuvenation feature. You do not follow the rule of summoned creatures of shadow of death feature, but if you die in this form you do not naturally come back to life like other revenants. You are an undead, so no magical healing.
Darkmade[edit]
Ability Score Increase. Your Intelligence score increases by 2.
Darklord. By expanding a use of your Willful darkness trait, as an action, you can create an undead from corpse. You can have a number of undead equal to your intelligence mod. You cannot regain any point of willful darkness used to create an undead for 24 hours minimum or until the undead dies, which is later. Undead created like that will only stay for 24 hours and after that you cannot use that corpse to create a new undead, but you can invest two use of Willful darkness to create a permanent undead that will stay with you. With this feature you can only create zombie or skeleton form of the creature you use.
Shadow body. You do not need food or air to survive. Your creature type is undead, elemental and humanoid.
Will of death. Roll a d6, on a 6, 1 invisible stalker spawn, on a 5, 2 Banshees [2] spawn, on a 4, 2 ghost spawn, on a 3, 1 ghast and 2 ghouls spawn, on a 2, 5 Shadows spawn and on a 1, one wraith spawn.
Blackhound[edit]
Ability Score Increase. Your Strength and Dexterity score increases by 1.
Shadow master. By expanding a use of Willful darkness, you can summon a hellhound for one hour, or cast the spell invisibility on the radius of the darkness spell.
Shadow body. Your creature type is elemental and humanoid
Will of death. Roll 1d3, the number determine how many hellhoundspawns. Your body crystallizes and shatter.
Brightshadow[edit]
Ability Score Increase. Your Wisdom and Charisma score increases by 1.
Luminous Nebula. By expanding a use of Willful darkness, you can conjure the power of both light and dark, for 1 minute you can add your Charisma or Wisdom mod as ether necrotic or radiant damage to any weapon attack or spell, or add it to healing you do with spells. Plus, by expanding a use of willful darkness, you can cast ether cure wounds or inflict wounds as a first level spell.
Shadow body. You do not need food or air to survive. Your creature type is elemental. You are not affected by the light sensitivity of the base Shadowling.
Will of death. Roll 1d4, the number determine how many Will-o'-Wisp spawn. For each will-o'-wisp spawned, it spawns a Shadow.
Suggested Characteristics[edit]
d8 | Personality Trait |
---|---|
1 | I am very bland. |
2 | Shoot for the stars, never bellow. |
3 | Power is only a mean to an end. |
4 | I am very nervous around close friends, as a never had one before. |
d6 | Ideal |
---|---|
1 | Life is made to absorb as much as possible. |
2 | Your birth doesn't need to impact your future. |
3 | If there is a light, there must be a Shadow. |
4 | Light and Darkness are only a matter of opinion. |
d6 | Bond |
---|---|
1 | I use to be a different creature and i was transformed into this. |
2 | I was the experiment of a mad Wizard who wanted a daughter/son. |
3 | I just started existing while in the elemental plane, and would still be stuck there if not for person X. |
d6 | Flaw |
---|---|
1 | I tend to eat a little too much, and sometimes it isn't eatable. |
2 | I Have nightmares of my previous life, and it can be overwhelming. |
3 | I do not fear death, as death is nothing to a Shadowling! |
4 | I tend to look more like a monster than a humanoid. |
References[edit]
Back to Main Page → 5e Homebrew → Races