Homebrew Shade of the Shadowfell Species Details
This information was copied from another d&d beyond creation by Fatsquishypanda of the same type
Origin
Originally the Netherese, having become the Shadovar after Telamont Tanthul, ruler of Thultanthar, also known as the Shade Enclave moved the flying city into the Plane of Shadow. Eventually coming to be known as the Shadowfell; created the beings that have come to be known as Shades through a ritual. Similar to one that would make a Lich, yet none the less, inherently different. One must note that the Netherese were originally just humans in their own right. Eventually becoming the Shadovar in their 1700 year exile into the Plane of Shadow; becoming more attuned to it with each new generation and the Shadowfell for a short time. Meanwhile, after the return of the Shadovar people into the world, having long been changed from what they once were. A few split off from their Enclave; to seek the wider world outside their flying city. Yet very few would do so. Eventually the secrets of the Shade escaped the Shadovar, spreading in secret across the world. After hundreds of years; it can still be considered a secret and one kept hidden within long lost books of old, secret underground organizations and the Shade Enclave itself.
Though it must be noted, that not all Shadovar are shades. The Princes of Shade decide who is to be given such a blessing, and they are stingy with their favors, careful to only empower those who are sure to be loyal to them and their causes. Prospective candidates are stringently tested for ability, loyality, and resourcefulness. Lord of Shadow, High Prince Telamont Tanthul also gave out this blessing, before his demise; which was when his twelve sons known as the Princes of Shade took power over Thultanthar and the Shade Enclave.
Summary
Shades were humanoids who had merged with the essence of shadowstuff. They grew more powerful in areas of darkness or shadows, including gaining the ability to leap from shadow to shadow, to create shadowy duplicates of themselves, and even to become entirely invisible. They could also decrease the amount of light in an area and could see through darkness, even of the magical variety. A select few Shadovar, citizens of Thultanthar, were rewarded for their immense loyalty to the city by being made into Shades. Shades were first created through the research of Netherese wizards who left Faerun for the Plane of Shadows for research purposes long before Karsus's Folly. During this journey, it was found that by removing a part of one's soul and replacing it with the essence of shadow, a shade could be produced. This was an extremely complex and painful process, but the result was a being with a prolonged life and a greatly strengthened set of abilities when in the presence of shadows.
The term Shade is used (though inaccurately) to describe anyone who has the dusky, washed out skin and hair that comes from having spent to much time in the Sadowfell.
Shade Characteristics
A shade can be any humanoid race, as long as they've gone through the ritual to become one. In doing so, a portion of their soul is ripped from their body and replaced with the essence of shadowstuff. Incredibly painful, yet rewarding; those that successfully become a shade, either willingly or against their will, will have their lifespan extended exponentially. Their emotions will become subdued and potentially because of the rituals nature it is often seen that the individual will see gaps in their memory or a shift in personality. In some occasions the shift in personality is so severe that the individual becomes someone else entirely, sometimes taking on a new name for a new beginning. Though most keep their names from before the ritual. In rarer instances the individual will have no memory of their past selves and might act aggressive or panicked once awakening; though usually they're calmed one way or another and dependent on the origin of the ritual casters, things may end peacefully or disastrously. A shade still feels love, hate, pride and shame, but they are muted and subdued, beneath a thick layer of darkness. As such, most shades are driven by cold calculation, ruthlessness and pure willpower, to a degree that most mortals could never hope to achieve. However, as a result shades are cursed with a pervading sense of ennui that only grows as they deepen their bond to shadow.
Shades look just like normal humanoids. Though the color of their hair, skin, fur or scales may change, becoming anything from light gray to satin black, generally becoming more dull, faded and subdued, even if they keep the original colors of their hair, skin, etc. Their eyes can be much the same as the changes in skin-tone and hair, or may become a pale white or an unusual purple. These muted features mean that shades will never stand out in crowds and are difficult to remember. If there any any extensive changes to the physical characteristics of an individual who becomes a shade, that will be because of the aftermath of the ritual itself.
It has been witnessed that Shades will let off a shadow like fog or smoke that drifts off them and dissipates into the surroundings. Usually this is because of their ability to manipulate the shadows around them and are keeping a veil of shadow over-themselves during those times. New Shades and those unable to fully grasp their abilities are too incapable to create these veils to protect themselves from the sun. Though rumor has it that Shades are able to turn themselves invisible; this for the most part is just the common folk, afraid of the mysterious abilities Shades hold within their grasp. In reality, they more than likely hide within the shadows themselves or use some of their other abilities to appear in other locations.
Shade Culture
The process of becoming a shade is often individual and unique. They are rare enough that communities of shades is virtually unheard of, except in legends of an ancient city of shades deep in the shadowfell. Shades that are discovered are chased out of decent communities, if they aren’t slain outright. Not only do folktales and myths prejudice villages and towns against shades, but their near total lack of conscience and loyalty is a real threat to those around them.
Decide how your character encountered the ritual and became a shade. Were you cursed soon after you were born because your parents failed to fulfill their oaths to a dark power? Or were you forced by an unscrupulous wizard to become a shade as part of an experiment? Perhaps you rose through the ranks of a cult of cutthroats and assassins, undergoing the ritual when you were deemed worthy; Maybe you were a wealthy man who, greedy for more power, scoured thousands of dark tomes in search of the ritual.
Shade Beliefs
Most Shades believe in the Mistress of the Night, Shar; while the minority among those outside of the Shade Enclave may not actively seek any specific god in particular. Though few believe in Mask, Vhaeraun, The Raven Queen or on the rare occasion Cyric the prince of lies. Most of the Shades have their faith with Shar, as she rules over the once Plane of Shadows, now known as the Shadowfell. Not incredibly pious, they practice their beliefs casually and privately for the most part; as is the struggle for a people who live with muted feelings and long lives.
(Credit for lore and conceptual ideas go to their original creators. Plenty of ideas were taken from other homebrew Shade races made by awesome individuals both here on D&D Beyond and NaturalCrit Homebrewery. Lore is heavily based and taken around the stockpile of information over at the Forgotten Realms Fandom Wiki and author Paul S. Kemp novels, check it out if you're needing to find more indepth lore about anything above. Special thanks to Fatsquishypanda, CyberWraithe666 and ShadowShinobi93 on dnd beyond for gathering this info together. You all did an amazing job.)
Shade of the Shadowfell Traits
Listed below are the traits of the ShadeAbility Score Increase
You gain a +2 to your Strength.
Age
Shades reach physical maturity at about the same age as humans, though the effects of aging halt between 40-60 years. As beings infused with the power of the Shadow Weave their average lifespan extends to 600-1200 years. Though shades who are converted by the Thultanthar shade bloodline have been know to live for thousands of years.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and Netherese.
Darkvision
Accustomed to the Plane of Shadow's lack of color and bright light; 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. You can’t discern color in darkness, only shades of gray.
Magical Resistance
The Shades have a natural resistance to Spells. Due to the Shadowfell being an opposing version of the regular realm they also have their own kind of magic that comes from the Shadow Weave. Hence when targeted by magic from Mystra's Weave there is a 15% chance of the spell having no effect on the Shade.
Dark Resistances
When you become a shade along with your regenerative abilities you also gain a resistance to cold and necrotic damage. You also become immune to disease.
One with the Darkness
You have proficiency in the Stealth skill.
Armor Class
Shades are difficult to hit in shadow. and as a result gains a +2 to their armor class while in darkness.
Shadow Image
Once per long rest, the shade can use the mirror image spell without expending a spell slot. This creates shadow images who mimic the caster.
Regeneration
The shadows encircling the shades body allows them to close and seal wounds. While in shadow wisps or tendrils of smoky, inky black shadow stuff seeps from the Shades pores. This shadow stuff stiches, binds and seals any wounds accumulated. Once at the beginning of each round (if in shadow) the player can can roll 1d6 + CON Bonus +Lvl and add that result back to their hit points.
Controlling the Light
This ability allows you to create shadows to hide in or use for any of your abilities that rely on you being in shadow. The area seems to visibly darken like the shadows in the room are bending and leaning towards you. The lights in the area dim and this lasts as long as you concentrate.
You gain the Spell Calling the Shadows
Shadow Step
You now have the ability to step from shadow to shadow. You now can use the spell Misty Step at will as long as you are in darkness or shadow.
Walk the Shadows
At 11th lvl you gain the ability to travel the shadows. You now have a modified version of the druid spell Wind Walk. However you can only travel in the darkness and shadows.
Dark Teleportation
At 15lvl your connection with the shadow stuff that infuses you is so complete that it allows you to teleport and even to shift from plane to plane. As you cast the spell shadows and darkness race up from behind you to enwrap you and any that travel with you like a cocoon, shifting you to the location. (Dm or Player description: tell those who do this for the first 3 times they must make a Constitution Save Throw DC10. if made the character only gets a queasy feeling in their stomach. If failed the character is stunned for 2 turns emptying their bellies).
Sunlight Sensitivity
You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
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