Umbramancer (5e Class)
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- 1 Umbramancer
- 1.1 Creating a Umbramancer
- 1.2 Class Features
- 1.3 Sharp Shadows
- 1.4 Tribute: Blindness
- 1.5 Deafness
- 1.6 Umbramancer's Spell List
- 1.7 Multiclassing
You wake up one day, looking at the wall. You realized that your shadow is no longer there. Are you still dreaming? Those wasteful questions won't improve your condition. Whenever you accept this truth doesn't matter, for the being of your soul was tainted from the very beginning of your life. The thing just manifested just now, it will change the way others look at you.
The nature of this taint lies in your lineage, you presume, however there are no records of anything happening like that. You feel like an unknown force is manifesting behind you, startling as a shape of your own reflection. Others that might want to help you fear you instead. Only the bravest remain on your side, but for how long?
Why is this happening to you? Well you might have forgot about it already by the truth was that you wanted to become an umbramancer, and every person who does loses their memory of it. Not just the memory, the very fact that you studied the acts of shadow, that you made an oath, is erased from the history. What remains is your own state, it no longer matters how or why you decided on reaching for this magic. You can gain more power, if you want, but you won't be able to realise at what price until after it is too late.
Creating a Umbramancer
Your character and her or his friends do not know from where you have gained this power. That fact is important when roleplaying this class, and because of that, it might not suit every player. However if you are determined you might ask yourself a few more questions. What age where you when you realised your shadow is missing? How did others react? Did you decide to accept the curse or to pointlessly find a way to remove it? There is no way you can remove it you know? Why would you want to remove it anyway? Is there a voice in your head or are you asking those questions yourself?
- Quick Build
You can make a Umbramancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the Sage background.
As a Umbramancer you gain the following class features.
- Hit Points
Armor: Light Armour
Weapons: Simple Weapons
Tools: 1 set of tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Intelligence skill of your choice and choose one from Stealth, Insight, Perception, Survival and Deception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a club or (b) a mace
- (a) 20 darts or (b) a short bow and quiver with 20 arrows
- (a) studded leather armour or (b) leather armour
- (a) a set of tools you are proficient with, a backpack or (b) a component pouch, a sack, a mess kit
- a shield
|Shadow Points||Spell Slots||Slot Level||Features|
|1st||+2||0||0||0||Shadow Hand, Shadow Magic|
|2nd||+2||2||1||1st||Eyes of Darkness, Shadow Pact, Sharp Shadows|
|4th||+2||3||2||1st||Ability Score Improvement|
|5th||+3||5||2||2nd||Shadow Hand (2 attacks), Tribute|
|8th||+3||6||3||2nd||Ability Score Improvement|
|10th||+4||7||3||3rd||Shadow of Oneself, Shadow Pact(+2)|
|12th||+4||8||4||3rd||Ability Score Improvement, Shadow Pact(+3, 6th level spells)|
|14th||+5||9||5||4th||Shadow Pact(+4, 7th level spells)|
|15th||+5||10||5||4th||A Speck of History|
|16th||+5||10||5||4th||Ability Score Improvement, Shadow Pact(+4, 8th level spells)|
|18th||+6||12||6||5th||Deja Vu, Shadow Pact(+4, 9th level spells)|
|19th||+6||12||6||5th||Ability Score Improvement|
|20th||+6||12||6||5th||There Was None|
At first level, you can manifest the power hidden behind someone. As a spell attack you can use your Attack action to strike a foe, provided your attack is within the reach of its shadow, and you can see that shadow. When striking a creature that occupies a space in dim light or darkness the damage is increased. The damage and range of this attack changes as you gain levels in this class and is listed below. The Damage Type is Necrotic and you use your spellcasting ability as your attack modifier.
|Level||Range||Normal light||Dim Light||Darkness|
At 5th level you attack twice when taking an Attack action with the shadow hand feature.
Starting at 1st level, you can immerse yourself within the facility of your own darkness and cast Spells.
You know and can cast all Cantrips from the umbramancer spell list. Casting a cantrip does not require you to spend a spell slot.
- Preparing and Casting Spells
You don't need to prepare your spells, they are always available for you to cast as long as you reach sufficient level:
- At 1st level you known all the cantips found in the umbramancer spell list.
- At 2nd level you learn all the 1st level found in the umbramancer spell list.
- At 5th level you learn all the 2nd level found in the umbramancer spell list.
- At 9th level you learn all the 3th level found in the umbramancer spell list.
- At 13th level you learn all the 4th level found in the umbramancer spell list.
- At 17th level you learn all the 5th level found in the umbramancer spell list.
When casting a spell, you must expend a single spell slot on it. Casting cantrips however do not require you to spend a spell slot. After you finish a short or long rest you regain all of your expended spell slots. The umbramancer table shows how many spell slots you have to cast your spells.
Additionally, as long as you are able to see a shadow of a creature you can make the spell target it instead, which would affect the creature as well. You ignore all obstacles and cover bonuses of the foe if you target its shadow with a spell attack. If the creature's shadow is not within your line of sight you make your spell attacks with a disadvantage and the target has an advantage on saving throws against your spells.
All the spells you know are considered always prepared and you can cast them as long as you can expend a spell slot. Additionally you can use your shadow points to cast it at a higher level. It costs one shadow point to increase a spell by one level, and you can increase it only by one level. The maximum level which spells can be increased to is up to level 5
- Spellcasting Ability
Constitution is your spellcasting ability for your umbramancer spells, since your magic is based resisting channelled energy that runs through your body. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for the spells you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Ritual Casting
You can cast your umbramancer spells as a ritual if that spell has the ritual tag.
- Spellcasting Focus
You can cast spells that require a spellcasting focus without having one.
Eyes of Darkness
Starting at 2nd level, as an action you can spend a shadow point to cloud your vision in darkness. You can see shadows of all creatures within 60 feet, even through walls and obstacles, provided that they are casting a shadow. This feature lasts for 1 hour or until you dismiss it. During this effect you have a disadvantage on Investigation and Perception checks.
Starting at 2nd level, the oath you made with the forbidden knowledge grants you access to hidden mystic techniques. You can use shadow points to fuel some of the features of this class or to cast spells at a higher level. The amount of shadow points you can use is the number listed above in the umbramancer table + your Intelligence modifier.
You can spend one or more Hit Dice to gain 1 shadow point for each Hit Dice you decide to use. Doing so can't grant you more shadow points than your limit allows. Furthermore, you regain all of your expanded shadow points after you finish a long rest.
Additionally the limit of how much you can increase your spell level by spending shadow points escalates, and the limit of how high you can raise your spell level to also increases. Those changes can be found in the table below.
Also at 2nd level, You may spend a shadow point to increase you shadow hands damage, you may spend 1 shadow point to increase your damage dice by 1 up to five, this increases by 1 at 5th level,8th level,11th level and 15th.
Starting at 3rd level, you can cause every creature within 120 feet of you to cast a shadow. Using an action and a shadow point, all creatures within range make a Constitution check against Spellcasting DC. If they fail, their shadow appears underneath them outlined, even if they are unable to cast a shadow themselves, and follows them wherever they go. This effect ceases after one hour or when the creature moves more than 120 feet away from you.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you can choose to make a sacrifice in order to gain additional power. You choose between Blindness or Deafness.
Starting at 6th level, people have difficulty gathering specific information about you, actions you performed are hard to memorise. Whenever a creature that is not your family or friend is trying to recall information about you, they must succeed an Intelligence check against your spellcasting ability. Additionally when you use mind-affecting spells and features creatures do not notice that you affected their minds.
Shadow of Oneself
Starting at 10th level, even your friends and family are affected by the amnesia feature.
A Speck of History
Starting at 15th level, physical records of you in the world no longer exist, they disappear from existence. Written text by you or about you is crossed out and becomes unreadable. Additionally no one knows your name anymore, even if they succeed an Intelligence check. You can't become a target of Divination spells, they don't reveal any information about you. Spells like scrying ignore your presence and show an empty space instead of your shape.
Starting at 18th level, whenever you die you can return to a previous point in time when finished a long rest. It can be any point you choose during the campaign. You retain your experience and knowledge but not your equipment. You gain a level of exhaustion when using this feature. If you cannot gain any more levels of exhaustion then you die normally.
When you use this feature the GM can progress the story in 2 ways, either returning to that point when you die or when your entire party dies.
Alternative: Deja Vu
Alternatively you can choose a different version of this feature.
Starting at 18th level, you can look into near future you saw in your dreams. You gain proficiency in every Intelligence skill, and you gain advantage on Investigation, Perception and Initiative checks when performing them in places you never saw before.
There Was None
Starting at 20th level, spells that target you have a disadvantage on spell attack roll and you have an advantage on every DC against spells that exclusively target you.
Additionally you begin to fade out of existence. You become permanently incorporeal and you can't be sensed by normal means. When you pass through solid objects and creatures treat them as if they were difficult terrain. Creatures under the effect true seeing can still perceive you.
You don't need your eyes to see, because there is nothing worth in this world worth seeing. Why not simply release yourself? With a little pat on the back you can clearly see what benefits you will be granted if you accept my offer. Choosing this tribute allows you to add new spells, found in the list below, to the list of spells you know.
|Class Level||Spell level||Spell Name|
|5th||2nd level||Blur, See Invisibility|
|9th||3nd level||Clairvoyance, Fear|
|13th||4nd level||Arcane Eye, Locate Creature|
|17th||5nd level||Mislead, Scrying|
Instead of becoming blind you are immune to the Blindness condition, but you are still affected in a slightly different way. If you aren't in dim light or complete darkness you fail any ability check that requires sight. Your vision doesn't discreet light and see in monochrome colours. You can see creatures that are invisible as long as they are able to cast a shadow.
Starting at 5th level, after landing an attack with shadow hand you can spend your bonus action and one shadow point to spread darkness on all creatures within 30 feet radius from that target. Creatures that are affected must succeed a Constitution saving throw against your spellcasting ability or they become Blinded as long as they stay within 30 feet from that target. This effect last 1 minute. When an affected creature re-enters the area of effect, they become Blinded again without being allowed to make a saving throw.
Starting at 7th level, you can meld within the shadow. As an action, your form temporally disappear, you occupy the realm of shadows making enemies unable to target you. You can stay in this form for one turn, after which you are forced to materialize.
At the beginning of your next turn you can choose an unoccupied space within your vision that is up to 30 feet away from when you used this feature. You materialize there and perform your turn. If you don't or can't pick a suitable space to reappear you are forced into the closest unoccupied space from where you used this feature and take 1d12 Radiant damage.
You can use this feature once and you need to finish a short or a long rest to be able to use it again.
Starting at 9th level, you can cause creatures to fear the darkness around them. Using 1 shadow point and a bonus action you force all creatures within 60 feet radius from you to make a Constitution saving throw against your spellcasting ability. If they fail they become Frightened for 10 minutes as long as they stay in dim light or darkness. They can also try to run or to create a situation where light would be present, such as lighting a torch.
Starting at 11th level, you attack three times when taking an Attack action with the shadow hand feature.
See no Evil
Starting at 13th level, you can make your shape disappear in the minds of your targets. As an action, pick targets you can see within 30 feet from you. You have to spend 1 shadow point for every creature you target. Targeted creatures that fail their Wisdom saving throw against your spellcasting ability permanently become unable to see you. True seeing does not grant them the ability to see your presence, although they can restore their vision with the greater restoration spell. You can use this feature once and you need to finish a long rest before using it again.
You don't need your ears to hear, people can only lie as they do not know you and the truth. Why not simply stop listening at all? It only takes a little work and you can receive such powers. Don't just listen, think about it. Choosing this tribute allows you to add new spells, found in the list below, to the list of spells you know.
|Class Level||Spell level||Spell Name|
|5th||2nd level||Arcanist's Magic Aura, Shatter|
|9th||3nd level||Fear, Lightning Bolt|
|13th||4nd level||Confusion, Private Sanctum|
|17th||5nd level||Modify Memory, Seeming|
Instead of becoming deaf you are immune to the Deafened condition, but you are affected in a slightly different way. If you aren't in dim light or complete darkness you fail any ability check that requires hearing. Your auditory perception doesn't discreet differences between individual people. You can hear creatures behind any sound barriers as long as they are able to cast a shadow.
Starting at 5th level, during a Persuasion check you can spend a shadow point on a creature that is contemplating about making a decision and you are trying to give advice to. If the target will fail their Wisdom saving throw against your spellcasting ability, it will act accordingly to what you suggested is the best course of action. Additionally it will be oblivious to any other input made by other people than you. Any suspicious actions that would undermine your status as an ally to that creature allows it to repeat their saving throw.
Starting at 7th level, as an action you can spend a shadow point to make creatures listen to horrifying sounds that originate inside of them. Every creature that is able to hear and is within your 60 feet away from you must succeed a Wisdom saving throw against your spellcasting ability. If their fail they are Frightened for 10 minutes and can't perform investigation checks to determine your location. Whenever they hear something unusual they will try to run away from the source of that sound while under the effect of this feature.
Starting at 9th level, all of your spells and features that use sounds also affect deaf creatures and creatures that don't have an innate ability to hear.
Starting at 11th level, whenever a target fails a saving throw against one of your spells, you can use your bonus action to strike with a single attack using the shadow hand feature. You strike this way without any range limitation, while the opponent can't benefit from cover bonuses.
Hear no Evil
Starting at 13th level, when you make a Insight check to determine if the person is lying, you can spend 1 shadow point to force that person to repeat themselves with speaking the truth. If they succeed a Wisdom check against your spellcasting ability they are unaffected, but do not recognize you used this feature against them. Whenever this succeeds or not the creature forgets about the fact they met you and what they told you after a minute when you escape their eye-sight.
Umbramancer's Spell List
You know all of the spells on the basic umbramancer spell list, as long as you satisfy the level requirement.
dancing lights, mage hand, minor illusion, vicious mockery
- 1st Level
bane, detect magic, faerie fire, grease, hideous laughter, silent image
- 2nd Level
blindness deafness, darkness, darkvision, hold person, magic mouth, misty step, pass without trace, spike growth
- 3rd Level
blink, gaseous form, major image, stinking cloud, vampiric touch, wind wall
- 4th Level
black tentacles, blight, dominate beast, greater invisibility, phantasmal killer
- 5th Level
antilife shell, cloudkill, creation, hallow, hold monster, wall of force
Prerequisites. To qualify for multiclassing into the umbramancer class, you must meet these prerequisites:
- Must carry a research on ancient magic for at least 10 years.
- Constitution score of at least 13
- Intelligence score of at least 13
Proficiencies. When you multiclass into the umbramancer class, you gain the following proficiencies:
- Light armour