Level
3rd
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You call forth your shadow. The Shadow manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Shadow Self stat block below. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles an elongated, misshapen form of your silhouette marked by the chosen emotion, which also determines some of the traits in its stat block.The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

This creature is solid to the touch and does not get opportunity attacks, nor give flanking bonuses.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

Shadow Self

Armor Class 11 + the level of the spell (natural armor)

Hit Points Your spellcasting ability modifier + ten times the spell's level

Speed 30 ft.

STR
16 (+3)
DEX
16 (+3)
CON
10 (+0)
INT
4 (−4)
WIS
10 (+0)
CHA
16 (+3)

Damage Immunities necrotic, poison

Damage Vulnerabilities: radiant

Condition Immunities frightened, exhaustion, grappled, petrified, paralyzed, poisoned, prone, restrained, charmed

Senses darkvision 60 ft., passive Perception 10

Languages Understands the languages the caster speaks, but can only speak telepathically to the caster

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Being of Shadow. The shadow can see and attack normally in magical darkness, but cannot negate PC disadvantages due to this darkness.

Rampage of Night (Fury Only). The spirit has advantage on attack rolls against creatures standing in pure darkness.

Trepidation of Night (Fear Only). Successful attacks cause the enemy to make a Wisdom Saving Throw equal to your spell save DC or be frightened for 1 minute.

Emptiness of Night (Despair Only). Successful attacks cause an additional 1d6 necrotic damage.

Actions

Claws. Melee Weapon Attack: 3 + the spell's level to hit, reach 5 ft., one target. Hit: (2d6 + 2) force damage.

Incorporeal Form. As a bonus action, the shadow can move through other creatures and objects as if they were difficult terrain, but cannot end in a creature's space.

* - (tears inside a crystal vial worth at least 300 gp)

Previous Versions

Name Date Modified Views Adds Version Actions
8/7/2020 3:44:33 AM
30
0
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Coming Soon

Spell Tags: Summoning

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Unmaker

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