non-descript Omenari walks through a crowed market. He’s not shopping, but making mental notes of the wares on tables, the way the wind billows cloaks and banner, and how patterns of stubble spread across a hawker’s chin and cheeks. These details will make the mental recreation of this street much stronger in the mind of his intended target — a visiting merchant who has no idea that he’s about to be fleeced — and who won’t even realize its happening — until long after the Omenari has already left the city.
A Maugtheni strolls languidly through the lord’s war room, with maps of troop placements spread across the table. He shouldn’t be here, but he’s not worried. No one will see, since he is cloaked in invisibility. Even the sounds of his footfalls are reorchestrated to sound like they are coming from another room, by aa servant perhaps, walking in soft leather slippers. He pauses to pull out a journal and copies the information.
A grandmotherly woman leaves the inn and passes a random traveler walking down the street, intent on his next destination. With a twist of her fingers, she ensorcelled his mind with a tendril of If, causing him to believe that the inn is a pile of garbage that needing to be burned. He pulls a flask of oil from his coat (not wondering how that even got there), and pours it across a timbered wall near some thatch, and ignites it with his flint. He watches as it catches, and satisfied with his work, he moves on down the street. He is surprised when he is surrounded by guards. Several streets away, the grandmotherly woman drops her veil of illusion and reverts back to her true form — an armored human paladin.
Shadaris are masters of deceit and trickery, twisting the shadows of If to confuse, misdirect or obscure those who find themselves within the Shadari’s web. Though they are hated and hunted in all civilized nations, they live among them, non-descript and indistinguishable from mainstream society.
THE SHADOWS OF IF AND THE ELVES
OF EVERLOCK
Shadari magic (also known as Illusionary magic or Shadow magic) draws its power from the Shadows of If, the abstract, primordial essence that anchors all planes of existence into their unique positions, manages the perceived flow of time and the senses, and governs the underpinnings of the possible. It is essentially invisible in its pure, abstract form, but it can be shaped by the inner will of Shadari practitioners to yield “illusionary” spells.
Unlike traditional (Tetramagic) spellcraft practiced by wizards, warlocks or tashi, Shadari magic does not draw upon the power of the Tetramatrix. It is assumed that harnessing Shadari magic was first discovered by the Elves of Everlock, but regardless of its origins, the Everlockian society clearly prospered from its use. Its Shadari mages trafficked in obtaining impossible information, and in using its shadowy magic to infiltrate and assassinate foes or high value targets. In fact, at the height of its power, it trafficked confidential information about both of its allies — and the other two great civilizations of the time — Callenia and Mantisar, who were engaged in a terrible conflict of arcane mastery referred to thereafter as the Mage Wars or the War of Sundering.
It was by playing both sides against each other, while profiting greatly from it, inflicting terrible and costly destruction on each, while pretending to be friends to both that caused Everlock to fall, and Tetramagic to be sundered. Once both Mantisar and Callenia learned of the open and mutual deceit and trickery from their ally, so great was their wrath that they paused their War long enough to call down arcane retribution on the city of Everlock, destroying it in an unleashing of magical energy so severe that forever changed the geography of the area and destroyed the Everlockian civilization utterly. Sadly, it also unhinged the stability of Tetramatrix magic, thereafter creating the Vorning separating the continent containing Callenia and Mantisar from the Narenfelian continent where Everlock had been, as well causing Aftershadow and Nodes to be formed from the successful casting of spells. With this dreadful realization, the Mage Wars came to an abrupt, uneasy halt.
UNIVERSALLY OUTLAWED
In the aftermath, Shadari magic became synonymous with the most destructive, deceitful, damaging and untrustworthy parts of society. Though the mages of Callenia and Mantisar had fractured magic through their destructive acts, Shadari practitioners (and Elves) became the scape goat for all evils. So strong was this backlash and societal finger pointing that more than two centuries later, all nations still outlaw Shadari magic, and society has internalized its fear and hatred of the magic and those who practice it.
Casting Shadari spells (especially known spells like invisibility, mirror image or some sort of illusion) marks an individual as a Shadari. The taboo against Shadari and Shadari magic is exceptionally strong in Narenfelian society; Shadari are used as the boogeyman to frighten misbehaving children, and are one of the few things civilized members of all societies can agree upon as evil. Most nations even turn a blind eye to non-sanctioned organizations like the Silent Brothers which exist to hunt down (and eliminate) Shadari practitioners.
THE SHADOWY PATH
With so much shade, why would anyone seek out the Shadari arts, risking their lives and reputations? Some are drawn by knowledge and the lure of hidden secrets, of magics that exist outside the mainstream. Others are drawn to the freedom that being invisible or undetectable can bring. Yet others enjoy the power of manipulation, and evel in causing others to believe whatever the Shadari wants them to. But there may be other reasons, more secretive or mysterious, since most Shadari hesitate to discuss this aspect, even when subjected to incredible duress when captured.
Regardless of the motivations, Shadari arts are not easily accessible, so learning and transmission is usually from master to apprentice. Shadari are a secretive bunch, and generally suspicious of others (for good reason), so cells of Shadari, when they are found, are usually small and isolated. There is rumor of a Shadari city referred to as Silenthost, where Shadari operate freely, but it does not appear on any map, and no non-Shadari has yet to find it (or so it seems).
THE IBN-OR
Shadari magic draws from the Shadows of If, but it worthwhile to note that the Shadows are themselves semi-sentient, and are home to other creatures. These creatures, collectively known to the Shadari as “The Ibn-Or” have no specific forms, but evoke elements of being, such as the sound of wings, the tactile feel of sand in shadow, and the heat and crackle of black flame. The Ibn-Or communicate obliquely and through emotion and image more than in words, when they choose to do so at all. They are alien in their thinking and desires, but have, and do, occasionally peel back the veil to those who seek them to understand how to manipulate the Shadows of If.
CLASS FEATURES
Playing a Shadari is not for the novice. To play a Shadari as a PC, your DM must allow players to create villianous PCs, and be able to multiclass. Shadari work best within a party comprised completely of Shadari. We highly recommend discussing your desire to play this class with your DM to make sure it fits with the goals of the campaign. Since those who aid or protect Shadari are also seen as criminals in the eye of the law (and could be fined or sentenced to prison for doing so), having an openly practicing Shadari in a party marks the entire group as unreliable, dangerous, and perhaps evil.
Players who take a level of Shadari are forever embarking down a road fraught with peril, intrigue and mistrust. Other player characters need only whisper to a city guard or pass a discreet message to a magistrate or passing Sigil Lord to begin a cycle of suspicion and perhaps punishment. This makes a Shadari PC exceptionally wary of his comrades; it also leads to mistrust, deception, and manipulation.
COVER CLASS
Player characters cannot start as a Shadari, but must first take at least one level of any other class, which they refer to as their Cover Class. Players may take additional levels of that class (or other classes) as they progress, just like any other character. (See Chapter 6: Customization Options in the PHB)
As a Shadari, you gain the following class features.
HIT POINTS
Hit Dice: 1d6 per Shadari level
Hit Points at 1st Level: 1d6 (5)+ your Constitution modifier per Shadari level.
modifer
Hit Points at Higher Levels: 1d6 (or 4) +your
Constitution modifier per feastwraith level after 1st
Proficienies
Armor: All armor (or shields) that your Cover Class can use.
Weapons: All weapons that your Cover Class can use.
Tools: No additional tools other than those gained from your Cover Class.
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Deception, Insight, Perception, Persuasion and Survival
VILLIANY
When you take your first level of Shadari, you have embraced the shadows. In game terms, you are hereafter considered a villian in the eyes of law-abiding citizens, and the laws of all civilized nations and towns. Those who aid or abet you will also be considered villians in the eyes of others. Lawful characters in particular will take a very dim view of Shadari doings, as such is an egregious flouting of established society rule. Those who harbor Shadari will be assumed to be Shadari as well.
Taking a level of Shadari moves your character from being a heroic to being hunted, so it should not be taken lightly, as it is irrevocable. It is important to note this, because Players at the table universally DO NOT see shadari magic as a bad thing. In fact, they see it as just the opposite – they love the ability to cast invisibility, mirror image, and silent image, and will “take an enlightened view” on the topic, tolerating (and even encouraging) other Shadari, Shadari items, spells, supporters, etc.
DMs should make sure that the Shadari player understands the consequences of being hunted… and caught. Nations’ laws concerning Shadari and Shadari-friends are varied. Penalties range from death by burning (in Regimantis), to death without the chance of resurrection (in Callen Moor), to solitary lifetime imprisonment (in Bramm). Aiding, abetting, or harboring a Shadari is also illegal, and comes with penalties as well — usually a prison sentence and fine, depending on the severity and willfulness of the specific case.
SHADARI MAGIC
All “illusion” spells are considered Shadari spells. Casting Shadari spells do not generate Aftershadow or create or magnify Nodes.
CANTRIPS
You gain the Minor Illusion cantrip and one other cantrip of your choice from the Shadari spell list. Additionally, all Shadari can cast “shadow” (fake) versions of any Cover Class spells as a cantrip. Shadow versions look like the real spell to outsiders visually, but do not do damage, or provide any information or conditions. Basically, they look like a true spell that, for whatever reason, did not work fully, to its fully potential, or was resisted. These shadow cantrips do not count against your total number of cantrips known.
SPELL SLOTS
The Shadari table shows how many spell slots you have to cast your Shadari spells of 1st through 9th level. The table also shows wha the level of those slots is; all of these slots are the same level. To cast one of your Shadari spells of 1st through 9th level, you must expend a spell slot. You regain all expended Shadari Magic spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast a 1st level Color Spray spell, you must spend one of those slots, and you cast it as a 3rd-level spell.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
At your first Shadari level, you know 2 1st-level spells of your choice from the Shadari list. The Spells Known column of the Shadari table shows when you learn more Shadari spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level for example, you learn a new Shadari spell, which can be 1st, 2nd or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Shadari spells you know and replace it with another spells from the Shadari list, which must also be of a level for which you have spell slots.
SPELLCASTING ABILITY
Constitution is your spellcasting ability for your Shadari spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Shadari spell you cast, and when making a roll with one.
Spell save DC = 8 + your proficiency
bonus + your Constitution modifier
Spell attack modifier = your proficiency
bonus + your Constitution modifier
SPELLCASTING FOCUS
Your inner spirit is your arcane focus for all Shadari spells. So long as you are able to maintain concentration, you are focus enough for your Ifcraft.
UNDETECTABLE AURA
The first rule in being a Shadari is to hide your identity. As long as you cast a shadow (so pretty much always, except in complete darkness or the brightest of light)), you pull the powers of If through your shadow, becoming undetectable as if you had a permanent Nystul’s magic aura. If for any other reason you are no longer able to cast a shadow — your Undetectable Aura ends, and you can be detected normally. While your Undetectable Aura is active, items you carry are also likewise protected.
CUNNING ILLUSION
Starting at 2nd level, you can craft illusions quicky, even as you do other things. You can take a bonus action on each of your turns in combat. This bonus action can be used to cast the Minor Image cantrip, even if you attacked or cast another spell during your action. Additionally, any time you cast Minor Illusion, you can combine both sound and image in a single casting of the spell.
DEEP POCKETS
At 2nd level you have mastered the ability to twist off small aspects of If to create small pocket dimensions on your person, that function like miniature Bags of Holding. You may place any non-living element that you could reasonably hold or wield with one hand into one of these pockets. The pocket dimensions can be placed anywhere on your person — up a sleeve, your actual pocket, the bottom of your foot. You may withdraw an item from one of these places freely, as if you were pulling a coin from your pocket. (To do so secretly would require a sleight of hand check at the DMs discretion).
TWIST THE SHADOWS
As you become more proficient in your Ifcraft, you are able to stretch the shadows to increase their potency and bend them to your will during combat. At 2nd level, when you cast an illusion spell, you may pay a number of HD up to your Wisdom modifier to increase your spell DC against attempts for your targets to disbelieve it. You may also pay a HD to step to another shadow within 60 ft. of your currently location. This does not count toward your movement, nor provoke an opportunity attack. If there are no (or very small/faint) shadows (for example, if you are in total darkness or incredibly bright light), then you cannot use this feature.
At 5th level, you may pay a number of HD equal to the level of the spell you are casting to substitute verbal components in place of somatic components, or vice versa.
BLURRED VISAGE
At third level, you can shape If to protect yourself during combat. As a reaction, you can cause your outline to become blurred, vague and wavering until the end of your next turn, giving your attackers disadvantage on their attacks. You must declare that you are using your reaction before the attacker makes his first roll. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
MANIPULATE PAIN
Also starting at third level. as a reaction, you gain enough control over the Shadows of If to maniupulate the type of damage from any attack (yours or from another source) into the damage type you choose, so long as the target is a living, thinking creature and within 60ft. You can do this a number of times per day equal to your Proficiency bonus, and should declare it after a successful hit is rolled on the dice (but before damage is determined).
At 7th level, you can also cause the creature to believe that it is vulnerable or resistant to the damage type you choose. (This can be yourself or a friendly creature).
At 15th level, you can also cause the creature to be immune to the damage type you choose.
ABILITY SCORE INCREASE
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
IF MAGIC
At 5th, 9th and 11th levels, you can learn a spell of your Cover Class (if you have more than one Cover Class, you may choose from any of them). The spell should come from the Cover Class’s spell list, and should be of a level you can cast from your Shadari class. You may cast this spell without components or spell focus. It functions exactly as written, but draws its power from If, rather than the Tetramatrix. This spell does not count against the number of Spells known for your Shadari class.
MALLEABLE ILLUSIONS
At 6th level, when you cast an illusion with a duration of 1 minute or longer, you can use your action to change the nature of the illusion (as if you had cast it again), provided you can see the illusion.
ILLUSORY SELF
At 10th level, you can create an instantaneous illusion of yourself in response to danger, allowing you to use your reaction to have the attacker hit your illusory duplicate rather than you with an attack. The use of this feature recharges with any rest.
BRAIDED SHADOW
At 10th level, you can maintain concentration on an Illusion spell plus one other spell. At 18th level, you can maintain concentration on up to two Illusion spells plus one other spell.
ILLUSORY REALITY
At 14th level, you can weave shadow magic into your illusions. When you cast an illusion spell (that isn’t a cantrip), you can choose one inanimate, nonmagical object that is part of that illusion, and declare it to be real, as a bonus action on your turn. The object can’t deal damage or harm anyone, and it remains real for 1 minute.has total cover from you is not affected.
SHADARI SPELL LIST
Cantrips (0 level)*
Derrabane’s Scrabbling Vulnerabilities, Minor Illusion, Prismatic Daggers*, Vexing Distortion
1st Level
Black Ren’s Death Mirror*, Color Spray, Disguise Self, Illusory Script, Melting Fingers*, Mistcaster*, Silent Image
2nd level
Black Ren’s Mask of the Sightless*, Blur, Eternal Shadow*, If Ripple*, Invisibility, Magic Mouth,
Mirror Image, Nystul’s Magic Aura, Phantasmal Force, Shadow Blade, Silence of If*
3rd level
Blade Echo*, Fear, Hypnotic Pattern, Major Image, Phantom Steed, Threat of Violence*, Torn Soul*, Useless Possessions*, Sirach Bel’s Wave of Exhaustion*
4th level
Greater Invisibility, Hallucinatory Terrain, Mistmatter*, Phantasmal Killer, Shadow of Protection*, Shadespike*
5th level
Creation, Dream, Mislead, Seeming, Sirach Bel’s Shadowshell*, Shadowmerge*, Sticky Mist*
6th level
Mental Prison, Programmed Illusion, Pyro-Images*
7th level
Mirage Arcane, Project Image, Schism*, Simulcrum
8th level
Illusory Dragon, Black Ren’s Splitting Headache*
9th level
Black Ren’s Legacy*, Disbelief*, Weird
Spells listed above come from the Players Handbook or Xanathar’s, unless noted with an asterisk. Those are homebrew spells.