Level
5th
Casting Time
1 Hour Ritual
Range/Area
Self
Components
V, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Necrotic (...)

Unsheathed Shadow is a rather simple defensive conjuration spell with a little kick to it. Ritual cast for an hour in a room with no windows and the only light source being an object casting the daylight spell backlighting you, trace your shadow with 100 gold worth of obsidian dust (which is consumed in the process) while muttering arcane words of conjuration. Finally ending the ritual by snuffing out the source of the daylight spell the obsidian dust is drawn in and sinks into the ground. You now have a familiar that is both a part of your plane through its connection to you and slightly beside it in its own separate dark void plane while not triggered. Until Unsheathed Shadow is dispelled or killed you have a constant dark black shadow from which black fogs billows out but quickly dissipates. This shadow is only visible to those you allow and anyone using true sight. Unsheathed Shadow is sentient and intelligent so you can talk to and communicate with your familiar at any time. When triggered it rises from the shadow taking any form, no taller than you, conceived when cast. 

Properties: 

  • Unsheathed Shadow has an AC equal to yours when cast and hit points equal to 4d10 (rolled when cast) plus your CON value
  • Can be dispelled by those who can see it
  • Can not be physically or magically attacked until triggered
  • Immune to damage from non magical weapons
  • Does not have its own turn and acts only when you are hit in melee
  • Can not be healed by healing spells or items while triggered

When Triggered:

  • Unsheathed Shadow is triggered the moment you are in more than 1 enemy's melee range   
  • When triggered Unsheathed Shadow becomes visible only to the enemies who's melee range you are in  
    • All enemies you are in melee range of upon seeing Unsheathed Shadow for the first time must make a DC 16 WIS saving throw or run 30ft away from you using their action to dash if needed and completely forget what happened and why they ran
    • On a save they are at a disadvantage for their first attack roll against you you
    • If additional enemies enter melee range while Unsheathed Shadow is triggered they also must make a DC 16 WIS saving throw  
  • While Unsheathed Shadow is out-
    • You are considered to have half cover to all enemies you are in the melee range of
    • Enemies do not get advantage on attack rolls from flanking you (advantage through other means persist)
    • You gain +2 to hit enemies in melee range
  • Enemies can choose to attack you or Unsheathed Shadow 
    • If enemies in melee choose to attack you then on their first successful hit Unsheathed Shadow deals 1d10 necrotic damage in retaliation 
    • If enemies in melee choose to attack Unsheathed Shadow they may do so with no threat until its hit points reach zero 
  • When Unsheathed Shadow drops  to zero-
    • You heal half  its max hit points
    • All enemies in melee must make a DC 16 WIS saving throw or take 1d12 necrotic damage and run their full movement away from you and completely forget what happened and why they ran. On a save they only take 1d12 necrotic damage 
  • After Unsheathed Shadow is triggered it will remain out until slain, until you are no longer in more than 1 enemy's melee range, or until an ally enters melee range with an enemy you are in the melee range of
  • If Unsheathed Shadow is still alive when you retreat into only 1 enemy's melee range it retires back into your shadow and heals 1d4 at the start of your turn if it sustained any damage 
* - (100 gold worth of obsidian dust (consumed) and an object with the daylight spell)

Available For: Warlock (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy) Blood Hunter - Order of the Profane Soul (INT)

PlatinumSkelly

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