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Umbra

A Tiefling with long horns stands in a dark street, the man chasing him blinks and as soon as he opens his eyes there's no one there. Another blink the Tiefling reappears behind the man. A third blink and the man is on the ground.

A purple haired Drow is surrounded by Kobolds in a grove, she closes her eyes and gestures with her hand, from her shadow emerges dark lances piercing every Kobold. She then disappears in the shadows of the trees.

A pasty Human stands beside an obelisk at night, his shadow stops laying on the ground and now stands with him, both of them synchronized start climbing the obelisks, at the top the Human and the shadow take a bow and start searching for their target.

There are some people that have an unnatural affinity with the Shadowfell, either due to magical mishaps on one's childhood, ritualistic events or mad experimentation. This connection gave them mastery over the shadows, these individuals are known as the Umbra.

Masters of the Shadows

The Umbra are divided, their life is one step in the Prime Material Plane, and the other in the Shadowfell. The Shadowfell is the counterpart to the Feywild, while one is full of life, the other is the home of the dead, and while one magic of positive energies thrive, the other is based on necrotic energies, as such beings that are connected to the Shadowfell tend to have negative characteristics, this is the case of the Umbra, their body is always seeping necrotic energy, although for them to not be hindered by this they started to learn how to control it.

As the name suggests the Shadowfell is the plane of shadows, when one uses their connection to this plane the necrotic energy takes the form of shadows, such shadows grant incredible advantages to those that know how to use them, but using them is exceptionally hard, it requires profound knowledge on how to control the energy passing through one's body, the Umbra are experts on this, they pass their life training and studying their bodies, achieving such mastery over the shadows that they know how to merge with them and even turn them solid. This affinity to the shadows made them famous for their assassination skills, a lot of Umbra turn to the underworld of crime and the demand for them is high, they can penetrate places and do things that the ordinary thief dreams of achieving.

The Umbra are fighters of high maneuverability and the ones that know of their existence also know not to get involved with a hostile Umbra.

Living Portals

The Umbra came to be through multiple ways, but their connection starts always during infancy as their connection to the Prime Plane is still new. Something may have happened in their formative years that made them become a portal of the necrotic energy of the Shadowfell.

 

This characteristic of being the gateway between two planes put the Umbra at a high risk of being used by powerful inhabitants of the Shadowfell to be possessed or to be used as an easy way to the Material Plane, this fear is only ended at the Umbra's death.

Creating an Umbra

An important characteristic to consider is how your character views their powers, do they fear it? Hate it? Or even do they think it was a heavenly gift?

How did you learn to control your power and make it not be a hindrance on your life? Was it through trial and error? Did you receive this power from somebody that trained and taught you? Or did you spend days studying yourself and your limits?

Umbra child tend to be secluded from the rest of society due to their nature. How was your childhood? Were you ostracized by your peers? How was this power dealt with by your parents? Did they still love you and care for you? Did they hate you and left you for dead on the streets? How did you come to meet your new comrades? Are you open to their help? Do you prefer solitude? Why are you working with them? As Umbra tend to work alone, the prospects of why they would join others is an interesting aspect to consider when making your character.

Quick Build

You can make an Umbra quickly by following the these suggestions. First make Wisdom your highest Ability Score followed by Dexterity. Second choose the Outlander background as an outcast.

Class Features

As an Umbra you gain the following features.

Hit Points

  • Hit Dice: 1d8 per Umbra level.
  • Hit Points at Level 1: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Umbra level after 1st

Proficiencies

  • Armor: Light Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Deception, Investigation, Perception, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by you background:

  • (a) one martial and one simple weapons or (b) long bow with 20 arrows and a spear
  • (a) dungeoneer's pack or (b) explorer's pack
  • Leather armor and a martial weapon
The Umbra
The Umbra
Level Proficiency
Bonus
Shadow
Charge
Features Predator
Damage
1st +2 20ft. Shadow Charge, Predator, Shadowfell Presence 1d4
2nd +2 20ft. Darksense, Consuming Darkness 1d4
3rd +2 20ft. Shadow Form, Shadow Finesse 1d4
4th +2 20ft. Ability Score Improvement 1d4
5th +3 30ft. Extra Attack, Shadowfell Protection 2d4
6th +3 30ft. Umbral Coating 2d4
7th +3 30ft. Shadow Form Feature 2d4
8th +3 30ft. Ability Score Improvement 2d4
9th +4 40ft. Meld With the Shadows 2d4
10th +4 40ft. Ability Score Improvement 2d6
11th +4 40ft. Shadow Form Feature 2d6
12th +4 40ft. Ability Score Improvement 2d6
13th +5 50ft. Mantle of Obscurity 3d6
14th +5 50ft. Necrotic Expertise 3d6
15th +5 50ft. Shadow Form Feature 3d6
16th +5 50ft. Ability Score Improvement 3d6
17th +6 60ft. Shadow Form Feature 3d8
18th +6 60ft. Cornea Manipulation 3d8
19th +6 60ft. Ability Score Improvement 3d8
20th +6 60ft. Shadowfell Avatar 3d8

Shadow Charge

When you pick this class at 1st level you can use an action to merge yourself with your shadow and move yourself to an enemy and make an attack against it. The minimum range to move is 10 feet and the maximum range is 20 feet, the maximum range changes as you gain levels in the Umbra class, as shown in the Shadow Charge column of the Umbra table. The movement in this feature doesn't cause Opportunity Attacks and you are unable to move normally if you use it.

Shadowfell Presence

At 1s level your shadow and the shadows you create are always present, neither light nor magic can dismiss them unless you want it.

Predator

Also at 1st level whenever you make the attack on Shadow Charge it deals 1d4 + your Wisdom modifier extra necrotic damage, this feature activates also when you deal a critical strike or you have advantage on your attack. The amount of the extra damage increases as you gain levels in this class, as shown in the Predator Damage column of the Umbra table.


Darksense

At 2nd level you can see through complete darkness, you now have Devil's Sight from the Eldritch Invocation List in the PHB, at 17th level you gain Truesight on the first 30 feet of your vision.

Consuming Darkness

Beginning at 2nd level as a bonus action you are able to cover torches and other small sources of light in a radius of 60 feet of you with shadows and make them produce no light, also large sources of light become sources of dim lighting.

Shadow Finesse

Beginning at 3rd level, you can now create small objects and writings from shadows as a free action, they last for 1 hour or until you dismiss them, they mustn't be larger than 5 cubic inches, and weigh 1 ounce, texts can be as long as you want. and under any inspection it's obvious that they are not real, they are solid to the touch, you can create up to a number of objects equals to your Wisdom modifier per short or long rest, if you throw or attack with these objects they deal 1 necrotic damage.

The Umbra

Shadow Form

At 3rd level you have begun to master the shaping of your shadow, choose one Shadow Form: Simulacrum, Solid Shadow, Ley Line, all detailed at the end of the class description. The form you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shadowfell Protection

At 5th level your connection with the Shadowfell deepens and you gain resistance to necrotic damage, you also gain advantage on Intelligence Ability Checks related to the Shadowfell and its Inhabitants.

Umbral Coating

At 6th level when you attack a creature with a weapon you can choose if the attack deals necrotic damage.

Meld with the Shadows

At 9th level have learned how to meld with the shadows, you and your allies within a radius of 30 feet have advantage on Dexterity (Stealth) tests under dim light.

Mantle of Obscurity

Beginning at 13th level once per short or long rest you can cover yourself with a mantle of shadows, while covered you are invisible in dim light and darkness, under normal lighting you have a +10 on Dexterity (Stealth) tests, your movement speed is increased by 20 feet, attacks made when this feature is activated have advantage. This feature lasts 10 minutes, until you dismiss it with a bonus action, or until you attack.

Necrotic Expertise

At 14th level you have great practice on how to use necrotic energy to your benefit, in Death Saving Throws you can use your Wisdom modifier instead of your Constitution, you don't use your Proficiency bonus in the Saving Throw.

Vision Manipulation

When you reach 17th level your mastery over the shadows now has reached such heights that you can control the light that a reaches a creature's eyes, as an action you can cast Blindness or Darkvision on one creature within 30 feet, the saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. This feature can be use a number of times equal to your Wisdom modifier per short or long rest.

Shadowfell Avatar

Beginning at 20th level your connection to the Shadowfell has grown so much that you now can come and go from it as you wish.

 

Twice per long rest you can, as an action, make you and a number of willing creatures equal to your Wisdom modifier go to the Shadowfell, use this feature again to return to the plane you originated from. Also your necrotic energy becomes extremely powerful, you ignore resistance to necrotic damage, and immunity to necrotic damage is now treated as resistance.

Shadow Forms

Due to the difficulty of manipulating shadows different Umbra decide to manifest their power in different forms, as such these specializations are called the Shadow Forms.

Simulacrum

The form of the Simulacrum is a specialization that molds the shadow of the Umbra into a clone of themselves to aid whatever is needed.

The Simulacra

When you take this Shadow Form at 3rd level you are able to create a clone of yourself wielding whichever weapon you are wielding at the time. For the creation of your clone you need to transfer some of your life force to it, when you create your clone you halve your maximum health, this effectively makes your maximum health points be equal to the half of what it should be. When the clone dies or fade your hit point maximum goes back to normal.

The Clone has these characteristics:

  • It can attack and deal 1 + your Wisdom modifier, it uses your wisdom when attacking, the weapon it's wielding has the same properties as the one you were wielding when the clone was created;
  • Its AC is equal to 10 + half your Wisdom modifier rounded up (minimum of +1), its hit points is equal to the amount of hit points used when creating it;
  • It can't pick up or move objects and creatures;
  • It is vulnerable to radiant damage and spells of 5th level or higher that produce intense light instantly fades the Simulacra;
  • Attacks from your clone are able to activate Predator
  • It uses the same initiative roll and it has the same ability scores, alignment, and size as you;
  • It counts as an Undead creature.

The Simulacra can use Shadow Charge but you can't. The Simulacra lasts 10 minutes or until you use a bonus action to dismiss it, you can have only one Simulacra active at any time, if the Simulacra is farther than 330 feet from you it fades away. You can use this feature once per short or long rest.

Simulacra Protection

At 7th level whenever you are hit by an attack you can use a reaction to transfer the damage to your clone. You can use this feature once per short or long rest

The Umbra

Necrotic Outburst

At 11th level as an action you can make your Simulacra explode in a burst of dark rays and necrotic energy, creatures in a 15 feet radius centered at the position of your Simulacra make a Dexterity Saving Throw against a DC of 8 + your proficiency bonus + your Wisdom modifier, if they succeed the damage is halved, if they fail they take 3d12 + your Wisdom modifier necrotic damage and are knocked prone, when you use this feature gain temporary hit points equal to the half the total damage done.

Mirror Shade

At 15th level your Simulacra now gains color and is almost identical to you, if your clone is withing 5 feet of you in combat creatures attacking one of you have a disadvantage on the attack roll against either one, also you can now fool people into thinking your clone is you, one must succeed a Wisdom (Perception) saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier to notice that your clone isn't you.

Symbiosis

Beginning at the 17th level, you and your Simulacra are as one being, the Simulacra can have a 2nd level Shadow Blade, it deals necrotic damage instead of psychic damage, and you can see what it sees and feel what it feel, the Simulacra has now all of the five senses and can talk, it still isn't able to pick up or move objects and creatures.

Solid Shadow

The Solid Shadow Umbra specializes in making their shadow solid to the touch and using it in direct combat

Lancehead

When you take this Shadow Form at 3rd level you become able to make ranged attacks against enemies within 60 feet, this attack uses your Wisdom modifier and deals your Predator Damage dice plus your Wisdom modifier of necrotic damage. You can make a number of attacks equal to twice your Wisdom modifier per short or long rest, these attacks activate the Predator feature.

Shadow Shield

At 7th level as a reaction to being attacked you can raise around you from your shadow, your AC is raised by 2 until the end of the your next turn and everytime a creature rolls a 1 or a 2 on the attack die you are able to make a Lancehead attack against it as a reaction, the attack always hits. You can use this feature a number of times equal to you Wisdom modifier per short or long rest.

Scattered Lances

When you reach 11th level, you are able to, as an action, throw your your Shadow Finesse objects exactly where you want, if you do this you can make Lancehead attacks in a range centered around the objects, you can make one spearhead attack for each object scattered around the battlefield in different enemies and it only count as one attack.

 

Shield Expansion

At 15th level you learn how to expand your Shadow Shield, as a reaction to being attacked while your shield is activated you can make it expand, the attack automatically misses and every creature in a radius of 10 feet must succeed a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier or be knocked prone.

Shadowfell Constructs

Beginning 17th level, the Shadow Finesse size limit becomes twice your Wisdom Ability Score in cubic feet, the construct can change the properties of the construct such as buoyancy, flammability, malleability, weight, etc. these constructs have HP equals to your Wisdom Ability Score and can take the shape you want.

Ley Line

The Umbra of the Ley Line form put their focus transmitting their shadow between their peers to help their organization and teamwork, a rare Shadow Form because of the Umbra's generally isolationist attitude.

Ley Line

When you take this form at 3rd level, you can use an action to create a connection between a number of willing creatures equal to your Wisdom modifier plus 1, these creatures share a telepathic link and can understand anything that one of the creatures say independent of the languages spoken, you can use a bonus action to dismiss it. The creatures can't be more than 60 feet from another one otherwise the line fades, you do not count towards the limit of creatures.

Switcheroo

Beginning at 7th level, two willing creatures connected by Ley Line can use a bonus action of their turns to switch places, this can be used only when both creatures can see each other and the distance between them is equal or less than the speed of the fastest creature participating in the exchange.

Inspiring Connection

At 11th level creatures connected by the Ley Line share a deeper sense of how to hit your enemy, connected creatures critical strike on a roll of 19 or 20, if a creature critical strike all connected creatures have +10 in their next attack roll. The bonus to attack doesn't effect the creature that caused the critical strike.

Points of View

At 15th level the Ley Line shares the vision of the creatures, also, as a reaction to a connected creature being hit, another connected creature is able to take the damage instead.

Distant Touch

At 17th level the Ley Line is able to transmit magical energies, spells that have Self or Touch range can be cast on any creature connected through Ley Line.

The Umbra