Base Class: Blood Hunter
Origins in Aetheris
The Order of Shadows traces its oldest traditions to the Shadowfall incursions that scarred Ozythralis and northern Drakthar. During those crises, early Blood Hunters discovered that creatures altered by the Shadowfell could be tracked and slain more effectively by those willing to carry a controlled fragment of the same darkness within themselves.
The first formal cells emerged among hidden watch-posts, ruined monasteries, and frontier settlements where conventional armies could not effectively combat shadow beasts, umbral spirits, and infiltrators serving greater powers. These cells eventually exchanged rites, coded records, and blood formulas, forming the secretive tradition now known as the Order of Shadows.
The order is most strongly associated with Ozythralis, particularly regions near old Shadowfell breaches, the territories bordering the Shadowmarch Alliance, and isolated settlements threatened by lingering umbral corruption. Smaller lodges operate within the Helbrann League, the March of Draeven, the Freeholds of Rhonadral, and the Concord of Veltrion.
Individual hunters may also be found among the Evershade Sovereignty, where shadow and Feywild influence create unstable magical interactions. Such hunters are often regarded with suspicion, as their Shadowfell-derived practices conflict with local traditions shaped by the Feywild.
The order possesses no universally recognized central headquarters. Instead, it operates through hidden sanctuaries known as Veiled Houses. Each Veiled House maintains its own records, initiates, hunting territories, and secret obligations.
Philosophy and Doctrine
The Order of Shadows teaches that darkness is neither virtuous nor corrupt by nature. It is concealment, boundary, uncertainty, and restraint. Darkness becomes dangerous only when it is allowed to consume every remaining source of truth.
Members of the order commonly adhere to the following principles:
The Unseen Is Not the Unknown
A threat does not cease to exist because it cannot be observed. Hunters must learn to recognize absences, silences, inconsistencies, and concealed patterns.
Secrecy Is a Burden
Knowledge must sometimes be hidden, but those who conceal it become responsible for every consequence of that decision.
The First Strike Must Matter
An Order of Shadows hunter avoids meaningless violence. If blood must be spilled, the attack should be deliberate, decisive, and directed toward a necessary purpose.
Darkness Must Be Entered, Not Worshiped
The Shadowfell is a source of power, but never a master deserving submission. Hunters who begin to admire the hunger, despair, or emptiness within the shadows are considered spiritually compromised.
Judgment Requires Distance
A hunter must observe before acting. Emotion, outrage, and personal grievance can expose a hunter more quickly than torchlight.
The central moral tension of the order lies in its reliance on secrecy. Members are expected to conceal information, manipulate perceptions, and sometimes act without public authority. The order teaches restraint, but its methods can easily encourage paranoia, arrogance, and the belief that unseen actions require no accountability.
Visual Identity
Members of the Order of Shadows favor dark, nonreflective clothing suited to silent movement. Black is common, but experienced hunters rarely dress in featureless darkness. Instead, they use layered charcoal, muted gray, deep violet, and faded blue to break up their silhouettes.
Armor is usually light or medium and treated to prevent metallic reflection. Buckles are wrapped, plates are darkened, and loose equipment is secured to avoid unnecessary sound. Cloaks and mantles frequently incorporate uneven hems, split panels, or overlapping layers that blur the wearer’s shape while moving.
Order insignia often depicts a narrow crimson eye partially concealed behind a black crescent or a blood drop descending into a field of shadow. Most hunters wear the symbol inside a coat, beneath a bracer, or engraved on the underside of a weapon rather than displaying it openly.
When their hemocraft is active, darkness gathers unnaturally around their weapons. Flames may dim, reflections vanish, and the hunter’s shadow may move a fraction of a second out of step with their body. More powerful hunters appear hollow or indistinct, as though their physical form is merely a temporary outline filled with night.
Their fighting style emphasizes controlled movement, sudden changes of position, and attacks delivered from obscured angles. They rarely waste motion or announce their intentions through elaborate displays.
Role in Aetheris
Order of Shadows hunters serve primarily as covert strikers, supernatural infiltrators, and hunters of concealed threats.
On the battlefield, they use darkness and teleportation to isolate vulnerable enemies, disrupt spellcasters, and escape retaliation. They are particularly effective in enclosed environments, underground complexes, urban districts, forests, and nighttime engagements.
Socially, they function as investigators, intelligence agents, secret wardens, and keepers of restricted knowledge. Their talents make them useful to governments and factions, but their independence and concealed loyalties often prevent them from being fully trusted.
Within adventuring parties, these hunters typically serve as scouts, ambushers, saboteurs, and mobile damage dealers. Their magic provides stealth and infiltration tools, while their hemocraft allows them to suppress light, hinder enemy movement, and create safe zones of supernatural darkness.
The order is frequently called upon when a threat cannot be confronted publicly. Such missions include eliminating infiltrators, recovering forbidden artifacts, observing suspected cults, and hunting entities capable of hiding from conventional divination.
Subclass Integration
Major Polities
Concord of Veltrion
The Concord tolerates carefully supervised members of the order, particularly those who hunt Shadowfell creatures and covert agents. However, its authorities distrust the order’s secretive structure and lack of transparent command.
March of Draeven
The March employs Order of Shadows hunters as frontier scouts, counter-infiltration specialists, and hunters of supernatural threats. Their methods are accepted when placed under strict military authority.
Helbrann League
Several Helbranni cantons quietly retain shadow hunters as covert investigators and mountain trackers. Their work is rarely acknowledged publicly.
Shadowmarch Alliance
The order has deep historical ties to the Shadowmarch Alliance. Some Veiled Houses serve as protectors of settlements bordering corrupted lands, while others have become entangled in the region’s rivalries and hidden wars.
Freeholds of Rhonadral
The Freeholds offer both opportunity and danger. Private captains, local rulers, and merchant powers may hire shadow hunters, but the absence of centralized oversight makes it easier for compromised members to operate without accountability.
Evershade Sovereignty
The Sovereignty treats the order with caution. Shadowfell-derived hemocraft can interact unpredictably with Feywild magic, and some local authorities consider Order of Shadows practices a contaminating influence.
Dominion of Xathrin
The Dominion is a persistent enemy of the order. Shadow hunters frequently target Xathrin slavers, soul traffickers, spies, and occult enforcers. The Dominion, in turn, seeks to capture members and extract their hemocraft secrets.
Obsidian Hegemony
The Hegemony views the order as both a threat and a potential source of useful magical knowledge. Captured hunters are often subjected to experimentation or forced recruitment.
Organizations, Guilds, and Orders
Order of Shadows hunters may work alongside covert groups such as the Black Watch, Shadowguard operatives, hidden ranger lodges, and intelligence networks serving major polities.
They are occasional allies of monster-hunting companies, witch hunters, and sanctioned inquisitors, though conflicts often arise over jurisdiction and secrecy.
The order strongly opposes organizations that exploit darkness for enslavement or spiritual corruption, including the Dominion of Xathrin, the Sanguine Compact, the Veiled Court, and cults devoted to the Old Ones.
Religious and Philosophical Movements
The order does not maintain a unified faith. Members may follow the Celestial Harmony or local religious traditions, provided their beliefs do not require the destruction of all shadow magic.
Priests devoted to uncompromising light sometimes view the order as spiritually dangerous. More pragmatic faiths regard its members as necessary specialists who enter places ordinary servants of the gods cannot safely reach.
Some hunters revere deities associated with night, secrets, death, judgment, or protection. Others reject divine interpretation entirely, treating their practices as disciplined occult science.
Rival Factions and Enemies
Common enemies include:
- Shadowfell predators and corrupted spirits
- Cults that worship darkness rather than control it
- Soul traffickers and magical slavers
- Assassins who use similar methods for profit
- Infiltrators serving the Dominion of Xathrin
- Agents of the Obsidian Hegemony
- Members of the Veiled Court
- Old One cultists who conceal psychic corruption beneath false identities
- Rogue Order of Shadows hunters known as Hollowed Ones
Subclass Features
Order of Shadows Features
|
Blood Hunter Level |
Feature |
|
3rd |
Shadow Spellcasting, Rite of Gloaming, Shroud of Shadows |
|
7th |
Umbral Step |
|
11th |
Shadowstrike |
|
15th |
Cloak of Twilight |
|
18th |
Shadowform |
Optional Subclass Techniques
The following techniques may be offered as optional Blood Hunter abilities, specialized training rewards, or order secrets at the Game Master’s discretion.
Eyes of the Lightless Deep
Prerequisite: Order of Shadows, 7th level
While your Shroud of Shadows is active, you gain darkvision to a range of 120 feet. If you already possess darkvision, its range increases by 60 feet.
You can also see through magical darkness created by your Order of Shadows spells or subclass features.
Lingering Gloam
Prerequisite: Order of Shadows, 7th level
When you use Shadow Jaunt, the space you departed remains filled with grasping darkness until the start of your next turn.
The space and each space within 5 feet of it are difficult terrain for hostile creatures.
Bloodless Passage
Prerequisite: Order of Shadows, 11th level
When you use Shadow Jaunt or Veiled Retreat, you can bring one willing creature of your size or smaller that is within 5 feet of you.
The creature appears in an unoccupied space within 5 feet of your destination.
Transporting another creature requires one additional Shadow Veil use.
Gloaming Execution
Prerequisite: Order of Shadows, 11th level
When you use Shadowstrike against a creature that is surprised, the attack deals one additional roll of your Hemocraft die as necrotic damage.
Once you deal this additional damage, you cannot do so again until you finish a short or long rest.
Mantle of the Unseen Warden
Prerequisite: Order of Shadows, 15th level
When you create your Cloak of Twilight, you can anchor it to a point you can see within 60 feet instead of centering it on yourself.
The sphere remains centered on that point and does not move with you.
Playing This Subclass
The Order of Shadows is designed as a mobile striker and battlefield infiltrator. It performs best when the hunter can control positioning, exploit dim light, and choose when an engagement begins.
Its strongest offensive pattern involves activating a Crimson Rite, approaching through stealth or teleportation, and using Shadowstrike against an isolated or disadvantaged target. The subclass excels at disabling reactions, limiting movement, suppressing healing, and disrupting verbal spellcasting.
Shadow Veil uses form the subclass’s central resource economy. They power defensive reactions, teleportation, burst damage, and certain high-level effects. Spending too many uses early can leave the hunter without defensive tools later in the encounter.
The subclass is durable when it can remain mobile but is not intended to stand in place and absorb repeated attacks. Shroud of Shadows and Veiled Retreat reward evasive play, while Cloak of Twilight allows the hunter to temporarily protect allies and reshape the battlefield.
Brightly illuminated open environments can limit some abilities, particularly Umbral Step. The subclass can compensate through spells such as darkness and through cooperation with allies who create concealment or obscure sight.
Roleplaying This Subclass
Members of the Order of Shadows are often observant, restrained, and reluctant to reveal more than necessary. Many speak carefully, avoid public attention, and instinctively evaluate entrances, exits, sight lines, and potential hiding places.
Common narrative tensions include:
- Protecting allies while concealing dangerous truths from them
- Using fear against enemies without becoming cruel
- Serving governments or factions that may abuse covert power
- Resisting the emotional numbness associated with prolonged Shadowfell exposure
- Deciding who has the authority to judge hidden crimes
- Distinguishing necessary secrecy from manipulation
- Maintaining trust within an adventuring party despite secret obligations
A hunter may regard their order as a sacred duty, a necessary evil, a weapon of personal vengeance, or the only family that accepted them after supernatural corruption changed their life.
Faction and Organization Connections
Likely allies and patrons include:
- Veiled Houses of the Order of Shadows
- The Black Watch
- Shadowguard intelligence cells
- Frontier monster-hunting lodges
- Certain Helbranni canton authorities
- Covert agents of the March of Draeven
- Independent investigators within the Freeholds of Rhonadral
- Priests and wardens who guard forbidden relics
- Privateers who specialize in covert rescue and interdiction
Likely enemies include:
- The Dominion of Xathrin
- The Obsidian Hegemony
- The Sanguine Compact
- The Veiled Court
- Old One cults
- Shadowfell predators
- Soul traffickers
- Corrupted Veiled Houses
- Hollowed Ones who have surrendered themselves to the Shadowfell
Adventure Hooks
- The Empty Veiled House. Every member of a hidden Order of Shadows sanctuary has disappeared. Their equipment remains untouched, but none of the building’s shadows correspond to the objects casting them.
- The Hollowed Hunter. A respected order veteran has begun assassinating political leaders, claiming that each victim will cause a future catastrophe. The characters must determine whether the hunter is corrupted, deceived, or telling the truth.
- The Lightless Prison. Slavers serving the Dominion of Xathrin have captured an Order of Shadows initiate and are attempting to extract the secrets of Shadow Veil hemocraft.
- A Shadow Without a Master. A noble’s shadow has begun leaving their body at night and committing murders. The local Veiled House believes the phenomenon is connected to a dormant Shadowfell breach.
- The Sealed Name. The order hires the characters to recover a ledger containing the true names of several concealed fiends. A rival faction wants the ledger destroyed before its own patron is exposed.
- The False Sanctuary. A newly discovered Veiled House offers shelter to persecuted hunters, but its members are secretly feeding initiates to an entity imprisoned beneath the sanctuary.
Notable NPCs
Vaelira Morcant, Keeper of the Ebon Veil
A veteran Blood Hunter operating near the Shadowmarch Alliance, Vaelira oversees several scattered Veiled Houses and coordinates hunts against Shadowfell entities.
She is patient, severe, and deeply committed to the belief that secrecy must always serve protection rather than power. Vaelira has executed members of her own order who crossed that line.
Her left arm has become permanently translucent from repeated use of Shadowform. Within it, faint black veins move independently of her heartbeat.
Corren Halvek, the Lantern’s Absence
Corren is a Helbranni hunter employed as a covert investigator by several mountain cantons. He specializes in identifying infiltrators, shapeshifters, and magically concealed assassins.
Unlike many members of the order, Corren is sociable and outwardly cheerful. He uses this approachable demeanor to encourage others to underestimate his observational ability.
He carries a hooded lantern that produces no light. Instead, when opened, it causes nearby illusions to cast visible shadows.
Syra Vey, the Hollowed Daughter
Once regarded as one of the order’s most promising initiates, Syra disappeared during a failed expedition into a Shadowfell breach.
She returned years later with no apparent aging and no detectable heartbeat. Syra claims to remain loyal to the order, but shadows near her whisper in voices belonging to dead hunters.
Some Veiled Houses seek to destroy her. Others believe she possesses knowledge capable of permanently sealing the oldest Shadowfell wounds.
Balance Notes
Intended Role
Primary role: Striker
Secondary roles: Controller, Scout, Infiltrator
The subclass is intended to eliminate priority targets, manipulate positioning, and protect itself through concealment and mobility.
Damage Profile
The subclass deals moderate sustained damage through Crimson Rite and limited burst damage through Shadowstrike.
Shadowstrike is limited by Shadow Veil uses and can be used only once during each of the hunter’s turns. Its enhanced damage requires advantage or favorable lighting conditions.
Perfected Shadowstrike adds reliable capstone damage, but only once per turn. Its increased interaction with Shadowstrike remains limited by the Shadow Veil resource.
Survivability
Shroud of Shadows provides limited defensive rerolls through imposed disadvantage.
Umbral Step improves survivability through teleportation rather than direct damage reduction.
Cloak of Twilight grants significant group protection but requires a major resource expenditure and is normally limited to once per long rest.
Shadowform provides broad resistance but excludes force, psychic, and radiant damage. Its physical damage resistance applies only to nonmagical attacks.
Utility
The subclass offers strong exploration and infiltration utility through:
- Stealth advantages
- Limited magical darkness
- Teleportation
- Illusion and necromancy spells
- Light suppression
- Bonus-action hiding
- Spellcaster disruption
- Anti-healing effects
Its strongest utility depends on environmental darkness or the hunter’s ability to create it.
Resource Economy
Shadow Veil uses equal the hunter’s proficiency bonus and recover on a long rest.
These uses power multiple offensive and defensive abilities, forcing meaningful choices between mobility, protection, and burst damage.
Cloak of Twilight and optional techniques can consume multiple uses, preventing unlimited repetition of the subclass’s strongest effects.
Shadowform restores one Shadow Veil use each turn, but only during the subclass’s once-per-long-rest capstone transformation.
Comparison to Similar Subclasses
The Order of Shadows shares some similarities with stealth-focused Rogues, shadow-themed Monks, and darkness-oriented Warlocks.
Unlike a Rogue, it lacks unrestricted Sneak Attack damage and must spend Shadow Veil uses for its strongest burst effects.
Unlike a shadow Monk, it has fewer short-rest resources and relies more heavily on hemocraft and weapon attacks.
Unlike a Warlock, it possesses limited spell progression and cannot rely on repeated high-level spell slots.
The subclass’s combination of magic, mobility, and burst damage is powerful, but its long-rest resource structure and environmental requirements prevent it from dominating every encounter.
Summary
The Order of Shadows is a covert Blood Hunter tradition that combines hemocraft with controlled Shadowfell magic.
Its members use supernatural darkness, stealth, teleportation, and necrotic strikes to hunt concealed enemies and eliminate priority targets. Their central Shadow Veil resource allows them to choose between mobility, defense, control, and burst damage.
Within Aetheris, the order operates through hidden Veiled Houses and serves as both a necessary defense against supernatural darkness and a dangerous institution whose secrecy can enable corruption.
The subclass is best suited to players who enjoy tactical positioning, infiltration, resource management, and the tension between protecting others through secrecy and becoming consumed by the darkness they wield.
“Do not fear the shadow behind you. Fear the moment it stops following.”
—Final warning of the Veiled Houses
Level 3: Spellcasting
You learn to combine your hemocraft with arcane magic drawn from the Shadowfell.
Action Type: Passive
Uses: Limited by available spell slots
Duration: Determined by the spell
Scaling: Additional spells, cantrips, and spell slots gained as shown in the Order of Shadows Spellcasting table
Cantrips
You learn two cantrips of your choice from the sorcerer or warlock spell list.
At least one of these cantrips must be from the illusion or necromancy school.
You learn one additional sorcerer or warlock cantrip of your choice at 10th level.
Spell Slots
The Order of Shadows Spellcasting table shows how many spell slots you have to cast your 1st-level and higher spells.
To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the sorcerer or warlock spell list. Two of these spells must be illusion or necromancy spells.
The Spells Known column of the Order of Shadows Spellcasting table shows when you learn additional spells of 1st level or higher. Each spell you learn through this feature must be an illusion or necromancy spell from the sorcerer or warlock spell list and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the sorcerer or warlock spell list.
Whenever you gain a level in the Blood Hunter class, you can replace one spell you know through this feature with another eligible spell. The replacement spell must be of a level for which you have spell slots and must be an illusion or necromancy spell unless you are replacing a spell gained at 8th, 14th, or 20th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your Order of Shadows spells. Your magic is produced through occult study, disciplined control of hemocraft, and your understanding of the Shadowfell.
You use your Intelligence whenever a spell gained through this feature refers to your spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus or a weapon bearing one of your active Crimson Rites as a spellcasting focus for your Order of Shadows spells.
Order of Shadows Spellcasting
|
Blood Hunter Level |
Cantrips Known |
Spells Known |
1st |
2nd |
3rd |
4th |
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Expanded Spell List
Your connection to the Shadowfell grants you certain spells when you reach particular levels in this class.
Each spell counts as an Order of Shadows spell for you, but it does not count against the number of spells you know.
|
Blood Hunter Level |
Spells |
|
3rd |
disguise self, silent image |
|
5th |
darkness, pass without trace |
|
9th |
fear, nondetection |
|
13th |
greater invisibility, shadow of moil |
|
17th |
mislead, seeming |
Level 3: Shroud of Shadows
When you activate a Crimson Rite, you can surround yourself with a veil of living shadow.
Action Type: Passive; reaction for Shadowed Defense
Uses: Proficiency bonus per long rest
Duration: Until the associated Crimson Rite ends, you dismiss the shroud, or you become incapacitated
Scaling: Uses become part of your Shadow Veil pool at 7th level
The shroud lasts until the rite ends, you dismiss it as a bonus action, or you are incapacitated.
While your Shroud of Shadows is active, you gain the following benefits:
- You have advantage on Dexterity (Stealth) checks made while in dim light or darkness.
- You can attempt to hide while lightly obscured by dim light.
- You can see normally through nonmagical darkness to a range of 60 feet.
- Your movement does not reveal your position through sound alone to creatures more than 10 feet from you, unless you choose otherwise.
Shadowed Defense
When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to impose disadvantage on the roll.
You must use this reaction before the outcome of the attack is determined.
You can use Shadowed Defense a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
At 7th level, Shadowed Defense expends one Shadow Veil use instead.
Rite of Gloaming
You learn the Rite of Gloaming as part of your Crimson Rite feature. This rite does not count against the number of Crimson Rites you know.
Action Type: Part of the bonus action used to activate a Crimson Rite
Uses: At-will, subject to the normal Crimson Rite rules
Duration: Until the Crimson Rite ends
Scaling: Light suppression increases at 11th level
While the rite is active, the weapon’s rite damage is necrotic damage.
Once during each of your turns when you hit a creature with a weapon bearing the Rite of Gloaming, you can cause shadow to cling to it until the start of your next turn.
While marked by this shadow, the creature sheds no light, and the radius of any bright or dim light originating from it is reduced by 10 feet, to a minimum radius of 0 feet.
At 11th level, this reduction increases to 20 feet.
A creature reduced to 0 hit points by a weapon bearing this rite cannot emit bright light until it regains at least 1 hit point. Any nonartifact magical light originating from that creature is suppressed during this time.
Level 7: Umbral Step
You can move through the narrow paths connecting one shadow to another.
Action Type: Bonus action or reaction, depending on the selected option
Uses: Shadow Veil pool equal to your proficiency bonus per long rest
Duration: Instantaneous or until the end of your next turn
Scaling: Shadow Veil gains additional uses and interactions through later features
You gain a pool of Shadow Veil uses equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Your remaining uses of Shadowed Defense are added to this pool when you gain this feature. Thereafter, each use of Shadowed Defense expends one Shadow Veil.
You can expend one Shadow Veil to use one of the following options.
Shadow Jaunt
As a bonus action while you are in dim light or darkness, you teleport up to 30 feet to an unoccupied space you can see.
Your destination must also be in dim light or darkness.
Immediately after you teleport, you can choose one creature within 10 feet of your destination. That creature must make a Dexterity saving throw against your Hemocraft save DC.
On a failed save, the creature takes necrotic damage equal to one roll of your Hemocraft die, and it cannot take reactions until the start of its next turn.
On a successful save, it takes half as much damage and suffers no additional effect.
Veiled Retreat
When a creature ends its turn within 5 feet of you, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see that is in dim light or darkness.
This teleportation does not provoke opportunity attacks.
Consuming Shade
When you take necrotic damage, you can use your reaction to gain resistance to that instance of damage.
After the damage is resolved, your next successful weapon attack before the end of your next turn deals additional necrotic damage equal to one roll of your Hemocraft die.
Level 11: Shadowstrike
Your attacks can carry concentrated fragments of Shadowfell darkness into your enemies.
Action Type: Part of a successful weapon attack
Uses: One Shadow Veil per use
Duration: Instantaneous, with secondary effects generally lasting until the start of your next turn
Scaling: Damage increases when attacking with advantage or while both attacker and target are in dim light or darkness
Once during each of your turns when you hit a creature with a weapon bearing an active Crimson Rite, you can expend one Shadow Veil to perform a Shadowstrike.
The attack deals additional necrotic damage equal to two rolls of your Hemocraft die.
If you had advantage on the attack roll, or if both you and the target were in dim light or darkness when the attack hit, the additional damage increases to three rolls of your Hemocraft die.
You can also apply one of the following shadow effects to the target.
Blinding Gloom
The target must succeed on a Constitution saving throw against your Hemocraft save DC or be unable to see beyond 10 feet until the start of your next turn.
This effect does not prevent the creature from perceiving through blindsight or truesight.
Grasping Shadow
The target must succeed on a Strength saving throw against your Hemocraft save DC or have its speed reduced to 0 until the start of your next turn.
A Huge or larger creature has advantage on this saving throw.
Hollowing Strike
The target cannot regain hit points until the start of your next turn.
If the target is an undead creature, it also has disadvantage on the next saving throw it makes before the start of your next turn.
Silencing Cut
The target cannot speak above a whisper until the start of your next turn.
If it attempts to cast a spell with a verbal component during this time, it must first succeed on a Constitution saving throw against your Hemocraft save DC.
On a failed save, the spell fails, but the spell slot is not expended.
Once the creature succeeds on this saving throw, Silencing Cut ends for it.
Level 15: Cloak of Twilight
You can create a field of supernatural shadow that protects your allies while obscuring your enemies.
Action Type: Action
Uses: Once per long rest; additional uses by expending three Shadow Veil uses
Duration: 1 minute
Scaling: None
As an action, you expend two Shadow Veil uses to create a 20-foot-radius sphere of magical darkness centered on yourself.
The sphere moves with you, spreads around corners, and lasts for 1 minute. It ends early if you are incapacitated or dismiss it as a bonus action.
You do not need to maintain concentration on the sphere.
When you create the sphere, choose a number of creatures you can see equal to your Intelligence modifier, with a minimum of one creature. You and the chosen creatures can see through the sphere’s darkness as though it were dim light.
A chosen creature gains the following benefits while inside the sphere:
- It has resistance to necrotic damage.
- It has advantage on Dexterity saving throws.
- Opportunity attacks against it are made with disadvantage.
- It can take the Hide action as a bonus action.
A hostile creature inside the sphere suffers the following effects:
- It has disadvantage on Wisdom (Perception) checks that rely on sight.
- It cannot benefit from advantage on attack rolls against creatures it cannot see.
- It treats the sphere as difficult terrain if it relies on normal vision to perceive its surroundings.
A creature with truesight can see through the sphere normally. A creature with blindsight can perceive within the range of that sense.
Once you use Cloak of Twilight, you cannot use it again until you finish a long rest unless you expend three Shadow Veil uses to use it again.
Level 18: Shadowform
You become a living manifestation of the darkness between worlds.
Action Type: Bonus action
Uses: Once per long rest
Duration: 1 minute
Scaling: Final subclass feature
As a bonus action, you assume your Shadowform for 1 minute. The transformation ends early if you are incapacitated or dismiss it as a bonus action.
While in your Shadowform, you gain the following benefits.
Avatar of Gloom
You have resistance to acid, cold, fire, lightning, necrotic, poison, and thunder damage.
You also have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You do not gain resistance to force, psychic, or radiant damage from this feature.
Incorporeal Movement
You can move through other creatures and objects as though they were difficult terrain.
You take 1d10 force damage if you end your turn inside a creature or object. If you are still inside it after taking this damage, you are immediately shunted to the nearest unoccupied space.
Sight Beyond Shadow
You gain truesight to a range of 30 feet.
You can also see normally through magical and nonmagical darkness to a range of 120 feet.
Perfected Shadowstrike
Once during each of your turns when you hit a creature with a weapon attack, you deal an additional 2d8 necrotic damage.
If you use Shadowstrike on the same attack, the additional damage from Perfected Shadowstrike becomes 4d8 necrotic damage.
Living Silhouette
While in dim light or darkness, you can take the Hide action as a bonus action.
In addition, making an attack while hidden does not automatically reveal your position if the attack misses.
Unending Veil
At the start of each of your turns, you regain one expended Shadow Veil use.
You cannot have more Shadow Veil uses than your proficiency bonus.
Once you use Shadowform, you cannot use it again until you finish a long rest.
Previous Versions
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7/24/2026 3:55:42 PM
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10
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7
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1
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Coming Soon
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