Shadow Extraction
2nd-Level Shadowmancy Feature
May it be a blessing or curse. Your knowledge in the realm of death arcana has led you down a different path of necromancy. The ability to create shadows from souls of creatures that have died. As a reaction, you must speak the command Arise and any creature within 60 feet of you whose CR is less than or equals your level dies. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the entity’s soul and body are devoured by your necromantic arcane energy into a shapeless darkness. After which they reform into a shadowed version of their previous being. To free a shadow from your subjugation, you must speak the word Release. When you create a shadow, one must be given a name as there is power and identity in such.
Each creature is given a stat block that represents their rank. You can only have a total number of shadows equal to your proficiency bonus. When a shadowmancer reaches level 10 in their respective subclass, your proficiency is doubled for the subjugation when you perform Shadow Extraction. You can perform Shadow Extraction a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.
After a creature makes a successful saving throw for the 3rd time against Shadow Extraction, their entire being is lost to the void and cannot be raised from the dead by anything less than a True Resurrection or Wish spell. Any fiends, denizens of the Nine Hells, or inorganic forms (i.e. slimes) are immune to Shadow Extraction.
Shadows come in their own rank: normal, knight, elite knight, general, marshal, and grand marshal. You may only have one of each rank. Whenever you make a shadow that is of equal rank to one you already have. The new creature will take the place of the original one. Only shadows rank Elite Knight and above may have a magic weapon. They must follow attunement requirements.
Shadow Stat Blocks
The following stat blocks represents each shadow. Shadows can only rank up at DM discretion.
Most shadows have the same abilities except higher ranked shadows can become more diverse. Allowing the Shadowmancer to improve their utility.
Unless noted otherwise, shadows from Normal rank to Grand Marshal have the same abilities and attacks albeit differing stats for their attacks and abilities. As well General Rank to Grand Marshal rank have further added abilities and attacks.
This is is for the sake of not overdoing any longer than it should be information wise.
Shadow Familiars
2nd-Level Shadowmancy Feature
While your shadow is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your shadow's senses and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the shadow has. During this time, you are deaf and blind with regard to your own senses. When you are outside of combat, the time you can see through your shadows is 10 minutes. The duration increases to 1 hour at level 6, and 8 hours t level 14.
As an action, you can magically summon your shadows. They appear in an unoccupied space of your choice within 30 feet of you. You can summon only one shadow at a time. In combat, the shadows share your initiative count, but take their turns immediately after yours. They can move and use their reaction on their own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command them to take another action. That action can be one in their stat block or some other action. If you are incapacitated, the shadows can take any action of their choice, not just Dodge.
Shadows remain active until reduced to 0 hit points. You are limited to summoning only 1 shadow at level 2, this increases to 2 at level 6, and 3 at level 10.
If a Shadow were to drop to 0, as a reaction, you can expend a spell slot of 1st level or higher to have them instead expend their hit dice regaining half their hit points. Each rank requires a different cost: Normal 1st level, Knight 2nd level, Elite Knight 3rd level, General 4th level, Marshal 5th level, Grand Marshal 6th level. Otherwise you must wait until you finish a lost rest to restore the shadow lost.
You gain more powerful shadows as you grow in strength. Knight is unlocked at level 4, Elite Knight at level 8, General at level 12, Marshal at level 14, and Grand Marshal at level 16. Each Shadow has its own stat block and 4 variations with unique abilities: Melee, Ranged, Caster, Healer. If a creature’s ability is higher than that of the stat block given, replace each ability score accordingly to better represent their power. Whenever a new shadow rank has been gained, the Shadowmancer must have a creature slain and captured before use. They use your proficiency bonus when making saves, ability checks, and attack rolls. Their spellcasting ability modifier is Intelligence.
Shadow Combat classes and weapons
Melee
Fighter Longsword and shield
Barbarian Greataxe
Rogue Dagger
Ranged
Ranger Bow
Gunslinger Pistol
Mage Quarterstaff
Healer Maul
Normal Rank Shadow
Medium to Large, Unaligned
- Armor Class 12 + PB
- Hit Points 5 + three times your wizard level
- Speed 40 ft walking + any additional movement speed it had in its life
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws DEX +2(+PB), CON +2(+PB), INT 0(+PB), WIS 0(+PB)
- Skills Stealth +2(+PB), Acrobatics +2(+PB), Whatever else it knew in life
- Damage Resistances Acid, Cold
- Damage Immunities Necrotic, Poison
- Condition Immunities Exhaustion, Frightened
- Senses Darkvision 60 ft. + (whatever other senses it had in life), Passive Perception 10
- Languages Understand the Languages you speak but cannot converse
- Challenge ---
- Proficiency Bonus equals your bonus
Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Actions
Multiattack. The shadow makes a number of attacks equal to half their proficiency bonus (rounded down).
Longsword. Melee Weapon Attack: +3(+PB) to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Greataxe. Melee Weapon Attack: +3(+PB) to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Dagger. Melee Weapon Attack: +2(+PB) to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage. 3 (1d6) Sneak Attack
Longbow. Ranged Weapon Attack: +2(+PB) to hit, reach 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Pistol. Ranged Weapon Attack: +2(+PB) to hit, reach 30/90 ft., one target. Hit: 6 (1d10 + 2) piercing damage.
Avast ye! (Fighter Only). As part of an attack action the shadow can lunge at a target within 20ft. you can see from the shadow. On hit, the shadow deals an additional 1d6 necrotic damage. The number of D6s go up by 1 per shadow rank. (Recharge 5-6)
Fight me you cowards! (Barbarian Only). The shadow beats their chest in proud hostility, urging all those who wish to fight, come. The shadow can taunt a number equal to their proficiency bonus in a range of 50 ft that you can see from the shadow. Each creature must make a WIS saving throw your spellsave DC or be taunted to attack the shadow using this feature till the beginning of its next turn. (Recharge 5-6)
Now you see me, now you don’t. (Rogue Only). As a bonus action, a shadow can teleport up to 60 feet to an unoccupied space that is in dim light, darkness, or another creature’s shadow that you can see. If the shadow teleports into an occupied space, they are shunted to the nearest unoccupied area, and take 4d6 force damage. Teleportation distance increase by 10 ft at General rank and above. (Recharge 5-6)
Shadow Rain (Longbow Only). When the shadow shoots an arrow into the sky, it splits into a multitude of arrows. The Shadowmancer can choose who these arrows pass through while others it’s a deadly nightmare. All those unfortunate enough to be in a 40 ft radius within the longbow's normal range must make a Constitution save against the shadowmancer's spellsave DC. On a failed save each target affected takes 2D8 necrotic damage succumbing to the Slow spell. Half as much on a successful save and suffer no additional effects. For each Shadow ranked above normal, an additional 1d8 is added. (Recharge 5-6)
Fan the Hammer (Pistol Only). The Shadow takes aim firing in rapid succession, you roll a 1d8 to determine the number of shots the shadow can attempt. Every time there is a critical hit the bullets deal an additional 2d6 necrotic damage. (Recharge 5-6)
Bonus Actions
- Cunning Action (Rogue only) [Shadow] can take a bonus action on each of their turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Reactions
Reactions.
- Opportunity Attack. [Shadow] is allowed to make attacks of opportunity when a creature leaves their reach.
Knight Rank Shadow
Medium to Large, Unaligned
- Armor Class 14 +PB
- Hit Points 5 + four times wizard level
- Speed 40 ft walking + any additional movement speed it had in its life
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
- Saving Throws DEX +4(+PB), CON +4(+PB), INT +1(PB), WIS +2(+PB)
- Skills Stealth +4(+PB), Acrobatics +4(+PB)
- Damage Resistances Acid, Cold, Fire, Lightning
- Damage Immunities Necrotic, Poison
- Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed
- Senses Darkvision 60 ft. + whatever it had in life. Passive Perception 12(+PB)
- Languages Understands the languages you speak, but cannot converse
- Challenge Rating ---
- Proficiency Bonus equals your bonus
Actions
Multiattack. The shadow makes a number of attacks equal to half their proficiency bonus (rounded down).
Longsword. Melee Weapon Attack: +3(+PB) to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Greataxe. Melee Weapon Attack: +3(+PB) to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Dagger. Melee Weapon Attack: +4(+PB) to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. 7 (2d6) Sneak Attack
Longbow. Ranged Weapon Attack: +4(+PB) to hit, reach 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Pistol. Ranged Weapon Attack: +4(+PB) to hit, reach 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Elite Knight Rank Shadow
Medium to Large, Unaligned
- Armor Class 12(+PB)
- Hit Points 5 + five times wizard level
- Speed 40 ft walking + any additional movement speed it had in its life
STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 15 (+2)
- Saving Throws DEX +2(+PB), CON +5(+PB), INT +4(+PB), WIS +2(+PB)
- Skills Stealth +2(+PB), Acrobatics +2(+PB), whatever skills it had in life
- Damage Resistances Acid, Cold, Fire, Lightning, Thunder
- Damage Immunities Necrotic, Poison
- Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified
- Senses Darkvision 60 ft. + whatever it had in life. Passive Perception 13(+PB)
- Languages understands the languages you speak, but cannot speak
- Challenge ---
- Proficiency Bonus equals your bonus
Actions
Multiattack. The shadow makes a number of attacks equal to half their proficiency bonus (rounded down).
Longsword. Melee Weapon Attack: +5(+PB) to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage.
Greataxe. Melee Weapon Attack: +5(+PB) to hit, reach 5 ft., one target. Hit: 12 (1d12 + 5) slashing damage.
Dagger. Melee Weapon Attack: +2(+PB) to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage. 14 (4d6) Sneak Attack
Longbow. Ranged Weapon Attack: +2(+PB) to hit, reach 150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
Pistol. Ranged Weapon Attack: +2(+PB) to hit, reach 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
General Rank Shadow
Medium to Huge, Unaligned
- Armor Class 13(+PB)
- Hit Points 5 + six times wizard level
- Speed 40 ft walking + any additional movement speed it had in its life
STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 22 (+6) 19 (+4) 12 (+1) 16 (+3)
- Saving Throws DEX +3(+PB), CON +6(+PB), INT +4(+PB), WIS +3(+PB)
- Skills Stealth +3(+PB), Acrobatics +3(+PB), whatever skills it had in life
- Damage Resistances Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Necrotic, Poison
- Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned
- Senses Darkvision 70 ft. + whatever it had in life. Passive Perception 12(+PB)
- Languages understands the languages you speak, but can only be understood by you
- Challenge ---
- Proficiency Bonus equals your bonus
Conversation. Shadow soldiers who are at least General are able to talk. However, only their master can understand them
War Caster (Mage Only). The shadow has the War Caster feat.
You need healing (Healer Only). Cast Mass Cure Wounds (6th level). 2/day
Spellcasting. The General rank shadow is a 12th-level wizard/cleric spellcaster. Its spellcasting ability is Intelligence (spell save DC 12(+PB), +4(+PB) to hit with spell attacks). The shadow has the same spells prepared as the shadowmancer and has the same spell slots as the shadowmancer if chosen as a Caster. If a shadow was chosen as a Healer then the healer has the following cleric spells prepared:
Cantrips (at will): Guidance, Sacred Flame, Spare the Dying, Toll the Dead, Word of Radiance
1st level (4 slots): Bless, Cure Wounds, Guiding Bolt
2nd level (3 slots): Hold Person, Lesser Restoration, Spiritual Weapon
3rd level (3 slots): Daylight, Mass Healing Word, Animate Dead
4th level (3 slots): Banishment, Death Ward, Freedom of Movement
5th level (2 slots): Dawn (Necrotic (Dusk)), Flame Strike
6th level (1 slot): Harm, Heal
Actions
Maul. Melee Weapon Attack: +5(+PB) to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Quarterstaff. Melee Weapon Attack: +5(+PB) to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. 1d8 versatile.
Longsword. Melee Weapon Attack: +3(+PB) to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Greataxe. Melee Weapon Attack: +3(+PB) to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Dagger. Melee Weapon Attack: +2(+PB) to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage. 21 (6d6) Sneak Attack
Longbow. Ranged Weapon Attack: +2(+PB) to hit, reach 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Pistol. Ranged Weapon Attack: +2(+PB) to hit, reach 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Marshal Rank Shadow
Medium to Huge, Unaligned
- Armor Class 15(+PB)
- Hit Points 5 + seven times wizard level
- Speed 50 ft walking + any additional movement speed it had in its life
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)
- Saving Throws DEX+5(+PB), CON+5(+PB), INT+4(+PB), WIS+3(+PB)
- Skills Stealth +5(+PB), Acrobatics +5(+PB), whatever skills it had in life
- Damage Resistances Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Necrotic, Poison
- Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone
- Senses Darkvision 80 ft. + whatever it had in life. Passive Perception 13(+PB)
- Languages understands the languages you speak, but can only be understood by you
- Challenge Rating ---
- Proficiency Bonus equals your bonus
Spellcasting. The Marshal rank shadow is a 13th-level wizard/cleric spellcaster. Its spellcasting ability is Intelligence (spell save DC 12(+PB), +4(+PB) to hit with spell attacks). The shadow has the same spells prepared as the shadowmancer and has the same spell slots as the shadowmancer if chosen as a Caster. If a shadow was chosen as a Healer then the healer has the following cleric spells prepared:
Cantrips (at will): Guidance, Sacred Flame, Spare the Dying, Toll the Dead, Word of Radiance
1st level (4 slots): Bless, Cure Wounds, Guiding Bolt
2nd level (3 slots): Hold Person, Lesser Restoration, Spiritual Weapon
3rd level (3 slots): Daylight, Mass Healing Word, Animate Dead
4th level (3 slots): Banishment, Freedom of Movement
5th level (2 slots): Dawn (Necrotic (Dusk)), Greater Restoration
6th level (1 slot): Harm, Heal
7th level (1 slot): Fire Storm, Plane Shift
Actions
Maul. Melee Weapon Attack: +4(+PB) to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Quarterstaff. Melee Weapon Attack: +4(+PB) to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. 1d8 versatile.
Longsword. Melee Weapon Attack: +4(+PB) to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Greataxe. Melee Weapon Attack: +4(+PB) to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) slashing damage.
Dagger. Melee Weapon Attack: +5(+PB) to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. 24 (7d6) Sneak Attack
Longbow. Ranged Weapon Attack: +5(+PB) to hit, reach 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Pistol. Ranged Weapon Attack: +5(+PB) to hit, reach 30/90 ft., one target. Hit: 11 (1d10 + 5) piercing damage.
Grand Marshal Rank Shadow
Medium to Huge, Unaligned
- Armor Class 17(+PB)
- Hit Points 5 + eight times wizard level
- Speed 50 ft walking + any additional movement speed it had in its life
STR DEX CON INT WIS CHA 26 (+8) 24 (+7) 24 (+7) 22 (+6) 18 (+4) 16 (+3)
- Saving Throws DEX+7(+PB), CON+7(+PB), INT+6(+PB), WIS+4(+PB)
- Skills Stealth +7(+PB), Acrobatics +7(+PB), whatever skills it had in life
- Damage Resistances Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Necrotic, Poison
- Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Darkvision 90 ft. + whatever it had in life. Passive Perception 12(+PB)
- Languages understands the languages you speak, but can only be understood by you
- Challenge Rating ---
- Proficiency Bonus equals your bonus
- Spellcasting. The Grand Marshal shadow is a 16th-level wizard/cleric spellcaster. Its spellcasting ability is Intelligence (spell save DC 14(+PB), +6(+PB) to hit with spell attacks). The shadow has the same spells prepared as the shadowmancer and has the same spell slots as the shadowmancer if chosen as a Caster. If a shadow was chosen as a Healer then the healer has the following cleric spells prepared:
Cantrips (at will): Guidance, Sacred Flame, Spare the Dying, Toll the Dead, Word of Radiance
1st level (4 slots): Bless, Cure Wounds, Guiding Bolt
2nd level (3 slots): Hold Person, Lesser Restoration, Spiritual Weapon
3rd level (3 slots): Daylight, Mass Healing Word, Animate Dead
4th level (3 slots): Banishment, Death Ward, Freedom of Movement
5th level (2 slots): Dawn, Flame Strike, Greater Restoration
6th level (1 slot): Harm, Heal, Planar Ally (Fiend)
7th level (1 slot): Fire Storm, Plane Shift
8th level (1 slot): Earthquake, Holy Aura
Actions
Multiattack. The Creature Name makes Number and type of attacks
Maul. Melee Weapon Attack: +8(+PB) to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.
Quarterstaff. Melee Weapon Attack: +8(+PB) to hit, reach 5 ft., one target. Hit: 12 (1d6 + 8) bludgeoning damage.
Longsword. Melee Weapon Attack: +8(+PB) to hit, reach 5 ft., one target. Hit: 11 (1d8 + 8) slashing damage.
Greataxe. Melee Weapon Attack: +8(+PB) to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) slashing damage.
Dagger. Melee Weapon Attack: +7(+PB) to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) piercing damage. 28 (8d6) Sneak Attack
Longbow. Ranged Weapon Attack: +7(+PB) to hit, reach 150/600 ft., one target. Hit: 11 (1d8 + 7) piercing damage.
Pistol. Ranged Weapon Attack: +7(+PB) to hit, reach 30/90 ft., one target. Hit: 12 (1d10 + 7) piercing damage.
Shadow Preservation
6th-Level Shadowmancy Feature
As an action, you can attach a shadow onto a creature you can see within 30 feet. The creature must naturally have a shadow. Invisible creatures are immune to Shadow Preservation such as your own shadows, Invisible stalkers, etc. If it is a willing creature the shadow attaches without issue, but if it is unknowing or unwilling they must make a Charisma saving throw against your spell save DC. If the target succeeds, they become immune to this ability for 24 hours.
While a shadow is attached to a creature you have knowledge of their location while they are on the same plane as you. When you try to look through a creature whom you attached to unwillingly, they must make a wisdom saving throw against your spell DC. On a failed saving throw you act as if you were using the Scrying spell on them through your shadows eyes, on a successful saving throw it takes no effect and the creature is immune to this ability for 24 hours.
When you summon creature using Shadow Preservation to fight, they unwilling creature makes another saving throw if the Shadowmancer attempts to reattach. Any creature who has a fails a saving throw against Shadow Preservation has no knowledge of the shadow unless disclosed in some form.
You can use this ability equal to your INT modifier (minimum 1), you regain all uses when you finish a long rest.
Shadow Exchange
10th-Level Shadowmancy Feature
While conscious, you can sense the direction to each of your shadows' locations as long as they are within 1 mile of you.
As an action, you can magically exchange places with one of your shadows within 1 mile of you. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this ability.
If you were to arrive in a place already occupied by an object or a creature other than your shadow, you and any creature traveling with you each take 4d6 force damage, and the ability fails to teleport you.
Once you use this ability you cannot use it again until you take a long rest. Once you reach level 14, you may do this twice per long rest.
Shadowmancer’s Domain
14th-Level Shadowmancy Feature
As an action, for 1 minute all shadows within a 30 ft radius surrounding the Shadowmancer are granted an improvement to their fighting stature. Any shadow that starts their turn within the domain gains temporary hit points equal to your level. While within the Domain shadows deal an extra 2d6 necrotic damage and gain advantage on saving throws. All shadows movement speed and melee reach is increased by 10 feet. They may also add your proficiency bonus to damage from spells, ranged attacks, and melee attacks.
Any creature that dies in the domain gains disadvantage against Shadow Extraction.
Once you use this ability you cannot use it again until you take a short or long rest.
Disclaimer
I did not create any of the artwork myself Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.
Images credit: Manwha Solo Leveling Artist: Chugong
Cover Image Credit: Shienso
Any Spell cast from a shadow that deals radiant damage is changed to Necrotic instead.
Updates
When
Needed
Major Update: Health for each shadow is now scaled similar to Wildfire druid without each shadow's Constitution modifier. Cut max potential health by half.
Update: Minor wording updates here and there such as Shadow Extraction usage. As well level improvement to Shadow Familiars.
Transcribing this class on DNDBeyond for those who are interested. Haiiro_No_Okami is my DDB user.
Text for each level in a more appropriate manner.
Rulings for shadows in notebox vs class feature fixed.
Shadow action save DCs changed for simplicity.
Working on understanding how to watermark pictures.
Reduced Shadow movement speed.
Increased Marshal recruitment level to give a little more variety.
Clarified the Ranger Shadow's Shadow Rain distance.
Modified the gunslinger's Fan the Hammer ability.
Cover Art: Skiorh
Please feel free to give me critique. Always looking to improve my ability to create homebrew. Safe homebrewing to all!