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Umbral phantasms hail from Shadowfell and tend to be extremely reclusive. Though not many journey to the material plane, those that find themselves there believe it difficult to acclimate to such a bright environment. An umbral phantasm will usually find one shadow, be it a creature or object, to reside within, venturing out in times of darkness and returning at dawn. The more adventurous types may hop from place to place, playing pranks and finding amusement over the terrified reactions of beings they encounter. Rarely, one will live in the shadow of an adventurer, lending its aid through the power of its illusionary darkness.

Umbral Phantasm Traits

Umbral Phantasms are unlike any other race. They have the following traits:

Ability Score Increase. Your Dexterity score increases by 2 and Charisma by 1.

Age. Umbral Phantasms are said to be ageless, as no one knows their true mortality.

Alignment. Umbral Phantasms tend towards chaotic, thriving in entropy. They are generally evil, although some can be convinced to lead more neutral lives.

Size. You fit the shape of a shadow, but your shadow of influence is treated as that of a medium-sized creature.

Speed. Your base walking speed is 40 feet.

Sight of Shadowfell. The darkness of Shadowfell is your friend, and you are well-accustomed to residing within it. You have darkvision up to 120 feet and can see through magical darkness up to 30 feet. You are unable to discern color in any environment.

Into the Light. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. You are vulnerable to radiant damage.

Shadow Melding When you are within 5 feet of a visible creature, you are forcibly melded into their shadow and position. Melding is treated as if you are mounted on the visible creature, and you cannot be forcibly melded again until unmelded. At any time, if another creature enters your 5-ft cube while you are melded, you may meld to that creature instead. Unmelding from a creature costs 10 feet of movement, dismounts you, and prevents you from being forcibly melded until you move at least 5 feet. Until the end of your turn, you cannot be forcibly melded into the creature you most recently unmelded from.

Shadowborne. You know the cantrip Umbraturgy. When you reach 3rd level, once per day you can can also release the power of Shadowfell from your form as a bonus action, causing you to appear as if you were in darkness for one hour or until exposed to direct sunlight. When you reach 5th level, once per day you can also cast Darkness that fills a 5-foot cube.

Shadow Form. As a shadow, you have several unique qualities. Items can be held inside the shadow's pocket dimension while still subject to Encumbrance. Any equipped weapons, armor, and items stay hidden under the surface of the shadow until used.

Umbral Shift. You have proficiency in the Stealth skill. You must end your turn in dim light, darkness, or melded to a shadow. If you don't, you take 15 radiant damage (30 damage accounting for vulnerability) and are moved up to your movement toward the nearest dark area. This repeats until moved into a dark area.

Gloom Strike. Whenever you strike a creature with a melee attack, you may meld into another's creature shadow within 5 feet of yourself.

Languages. You understand Common and Undercommon. You cannot speak. Instead, you project your thoughts and purposes into the mind of a willing creature whose shadow you are currently melded with.