Shadowmancer
Designed by
About this class
Shadowmancers are occult practitioners weaving the darkest kinds of magics. Some have good intentions and use it for the greater good, some have let their judgment be clouded or their soul be blackened by the somber nature of their power, and some are just straight-up evildoers trying to max out on their evilness.
Regardless, shadowmancers are never to be taken lightly and are a force to be reckoned with.
Domains
Midnight
Starting stats
Hope feature
Class features
-
I Am Become Fear
When you would succeed with Hope, you can mark a Stress to succeed with Fear instead.
When you succeed with Fear that way, the spotlight doesn’t shift to the GM. -
In the Dark
Certain abilities require you or others to be In the Dark. A creature is considered In the Dark when:
- It is nighttime and they are outside.
- They are in an area with minimal source of light, such as a cave, a cellar or a tunnel.
- They are in complete darkness due to absence of natural light or an ability.
Class items
- A grimoire of occult practices
- A relic from the past emanating a dark aura
Character questions
Background prompts
- When and how did you first access your magic?
- How does it make you feel when you wield your powers?
- How far are you willing to go to grow more powerful?
Connection prompts
- What's your opinion on the type of magics I wield?
- Why are you/aren't you afraid of me?
- What do I see in you that reminds me of myself?
Subclass cards
Printable via header menu
Doombringer
Foundation
SPELLCAST TRAIT: Strength
Gloomy Strikes: When you succeed with Fear on an attack roll, you deal an extra 1d4 damage (or 1d6 if you’re In the Dark).
Ill Omen: When you make an attack roll, you can make the GM gain a Fear to target an additional creature within range.
Doombringer
Specialization
Haunting Strikes: The extra damage from Gloomy Strikes becomes 2d4 (or 2d6 if you’re In the Dark).
Harrowing: When you succeed on an attack roll and deal Severe damage, the target must mark a Stress. On a success with Fear, the target marks an additional Stress.
Doombringer
Mastery
Baneful Strikes: The extra damage from Gloomy Strikes becomes 3d4 (or 3d6 if you’re In the Dark).
Horrid Wilting: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Very Close range that you succeed against take d12+6 physical damage using your Proficiency as their vital force is extracted from their bodies. If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they also become temporarily Vulnerable.
Scaremonger
Foundation
SPELLCAST TRAIT: Presence
Horrific Glamour: You can mark a Stress to take on a frightening appearance. Until the end of the scene, you have advantage on rolls to scare or intimidate. When you succeed with Fear on a roll to scare or intimidate while your Glamour is on, gain 2 Hope.
I’m not Scared, You Are: When an adversary within Melee range deals damage to you and you mark at least 1 Hit Point, the GM loses a Fear.
Scaremonger
Specialization
Dark Mirror: Once per rest, when an attack against you would succeed, you can increase your Evasion by your tier for that attack, or by your level instead if you’re In the Dark.
Existential Dreadlessness: When you fail with Fear, clear a Stress.
Scaremonger
Mastery
Macabre Revelry: When the GM spends a Fear, place a token on this card. When you reach 4 tokens, remove all of them and gain a Hope.
Mass Psychosis: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Very Close range that you succeed against take d10+5 direct damage using your Proficiency and mark a Stress as horrifying visions fill their minds. If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they mark an additional 2 Stress.
Obscurer
Foundation
SPELLCAST TRAIT: Finesse
Darkvision: You can mark a Stress to see in darkness as if it were daylight until the end of the scene.
Obfuscate: Adversaries in Very Far range have disadvantage on attack rolls against you. While you’re In the Dark, adversaries in Far range too.
Obscurer
Specialization
Aura of Darkness: Make a Spellcast Roll (14). On a success, you temporarily create a bubble of complete darkness around you that extends to Very Close range and moves with you. While your Darkvision is active, your allies also have Darkvision while in the bubble. Creatures in the bubble are considered Hidden to creatures who do not have Darkvision. On a success with Fear, adversaries within the bubble when it’s created immediately step out of it and mark a Stress.
Trick of No Light: While In the Dark, you have advantage on rolls to become or remain Hidden. When you’re Hidden from a creature, you gain a +1 bonus to attack rolls and damage against them.
Obscurer
Mastery
Overshadowing: While In the Dark, you are resistant to physical damage.
Ravenous Void: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Close range that you succeed against take d8+4 magic damage using your Proficiency and are drawn one range closer to the point (Close to Very Close, Very Close to Melee). If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they also become temporarily Restrained.
Shadowmancer
Shadowmancers are occult practitioners weaving the darkest kinds of magics. Some have good intentions and use it for the greater good, some have let their judgment be clouded or their soul be blackened by the somber nature of their power, and some are just straight-up evildoers trying to max out on their evilness.
Regardless, shadowmancers are never to be taken lightly and are a force to be reckoned with.
Domains
Dread + Midnight
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A grimoire of occult practices
- • A relic from the past emanating a dark aura
Shadowmancer’s Hope Feature
Stuff of Nightmares : When you succeed with Fear on an action roll, you can spend 3 Hope to make it a critical success with Fear instead (you do not gain a Hope nor clear a Stress).
Class Features
I Am Become Fear
When you would succeed with Hope, you can mark a Stress to succeed with Fear instead. When you succeed with Fear that way, the spotlight doesn’t shift to the GM.
In the Dark
Certain abilities require you or others to be In the Dark. A creature is considered In the Dark when: - It is nighttime and they are outside. - They are in an area with minimal source of light, such as a cave, a cellar or a tunnel. - They are in complete darkness due to absence of natural light or an ability.
Shadowmancer Subclasses
Choose either the Doombringer or Scaremonger subclass.
Doombringer
Play the Doombringer if you want to wreak gruesome woe amongst your enemies.
Spellcast Trait
Strength
Foundation Features
Gloomy Strikes: When you succeed with Fear on an attack roll, you deal an extra 1d4 damage (or 1d6 if you’re In the Dark).
Ill Omen: When you make an attack roll, you can make the GM gain a Fear to target an additional creature within range.
Specialization Feature
Haunting Strikes: The extra damage from Gloomy Strikes becomes 2d4 (or 2d6 if you’re In the Dark).
Harrowing: When you succeed on an attack roll and deal Severe damage, the target must mark a Stress. On a success with Fear, the target marks an additional Stress.
Mastery Feature
Baneful Strikes: The extra damage from Gloomy Strikes becomes 3d4 (or 3d6 if you’re In the Dark).
Horrid Wilting: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Very Close range that you succeed against take d12+6 physical damage using your Proficiency as their vital force is extracted from their bodies. If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they also become temporarily Vulnerable.
Scaremonger
Play the Scaremonger if you want to conjure visions of horror and play tricks on your enemies’ minds.
Spellcast Trait
Presence
Foundation Features
Horrific Glamour: You can mark a Stress to take on a frightening appearance. Until the end of the scene, you have advantage on rolls to scare or intimidate. When you succeed with Fear on a roll to scare or intimidate while your Glamour is on, gain 2 Hope.
I’m not Scared, You Are: When an adversary within Melee range deals damage to you and you mark at least 1 Hit Point, the GM loses a Fear.
Specialization Feature
Dark Mirror: Once per rest, when an attack against you would succeed, you can increase your Evasion by your tier for that attack, or by your level instead if you’re In the Dark.
Existential Dreadlessness: When you fail with Fear, clear a Stress.
Mastery Feature
Macabre Revelry: When the GM spends a Fear, place a token on this card. When you reach 4 tokens, remove all of them and gain a Hope.
Mass Psychosis: Choose a point within Far range and make a Spellcast Roll. All creatures within the point’s Very Close range that you succeed against take d10+5 direct damage using your Proficiency and mark a Stress as horrifying visions fill their minds. If all targets are In the Dark, you have advantage on the roll. On a success with Fear, they mark an additional 2 Stress.
Background Questions
Answer any of the following, or create your own.
- • When and how did you first access your magic?
- • How does it make you feel when you wield your powers?
- • How far are you willing to go to grow more powerful?
Connections
Ask one of the following, or improvise.
- • What's your opinion on the type of magics I wield?
- • Why are you/aren't you afraid of me?
- • What do I see in you that reminds me of myself?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.