The shadow-Touched

The Shadow-touched are simply regular mortals who, in one way or another, have been tainted by the dark energy of the Shadowfell. A shadow-touched appears like a typical member of their race, though drained of color - skin, eyes and hair are shades of black, white and gray, with vague tints of the original color, and at times almost seem to flicker in bright light.

The shadow-touched are changed purely in a manner of physiology, but their darkened countenance often makes them subject to fear and suspicion. While some may have indeed made a pact with an eldritch horror, or cursed by a demon, many are victims of chance whose recessive heritage has decided to make itself known, or whose birthplace had an unusually strong bond with the Shadowfell. However, almost every shadow-touched has a specific entity with which their dark heritage is tied, and that at any time may come calling to make a claim of their power.





Shadow-touched have the following traits.





Ability Score Increase: + 1 Dexterity, +2 Charisma

Superior Darkvision: You can see in total darkness out to 120 feet, and can see in muted shades of color. You can see in lowlight as though it were bright light.

Umbral Mask: You may take the hide action if you are obscured by light or heavy shadows, or in conditions of diffused lighting such as fog or extreme overcast. Additionally, if you take the hide action while in another creature's shadow, you may choose to use its shadow as a safe haven. When hidden this way, you can observe the world around you normally, but you cannot communicate, cannot be targeted by any spells that can't normally affect a creature in another plane, and the only action you may take is to leave the shadow. You may be forced from the creature's shadow if the shadow is exposed to direct bright light (such as that of a torch or the Light cantrip), or by entering an area where no shadows are present (such as total darkness, or areas of diffused lighting such as that of heavy rain, fog or other similar conditions). Otherwise, you may remain in a creature's shadow for a number of hours equal to your charisma modifier, and are undetectable by nonmagical means. You may use this feature once per long rest.

Umbral Control: You can manipulate your shadow to aid you throughout your adventure. As long as you are in an area with lighting that casts distinct shadows, you gain the ability to manipulate your own shadow. You can stretch your shadow into various shapes your size or smaller, or into tendrils up to ten feet long. You may form a number of tendrils equal to your charisma modifier, and each one can support up to 10 pounds. They can manipulate mundane objects but cannot activate magic effects.

You also gain an unarmed strike that uses your shadowy tendrils as a blunt weapon that deals 1d4 + your Charisma modifier necrotic damage and has the reach property.

You can also use your shadow to grapple a creature within 10 feet. When grappling a creature this way, you can use your action to deal 1d4 Necrotic damage, and heal yourself for the same amount. You can use this feature once per short or long rest.

Shadow Step: When in darkness, dim light, or a shadow large enough to cover your body, you can cast the Misty Step spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

Bonus Languages: In addition to Common, you can speak, read and write Umbral, the language of the Shadowfell, and one other non-exotic language appropriate to your base race.





















































































Art Credit: Lilly Higgs @lillyhiggs.com