Aspect Codex
Umbrakinesis
Umbrakinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Umbrakinesis defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Shadow Lash
Whip a ribbon of living shadow at one creature or object within range. Make a ranged power attack. On a hit, the target takes 1d8 necrotic or cold damage, and the next Stealth check made against it before your next turn gains a 1d4 bonus.
Shade Veil
Gather shadows into a 10-ft. emanation. Bright light becomes dim light, dim light becomes darkness, and chosen creatures in the area add 1d4 to Stealth checks until the start of your next turn. This cannot extinguish magical light above Tier 0.
Deeper Darkvision
You gain darkvision out to 60 ft. If you already have darkvision, its range increases by 30 ft. While in dim light or darkness, you have advantage on Perception checks to notice movement, silhouettes, and hidden creatures not behind total cover.
Cloak of Dusk
Wrap yourself in dusk. For the duration, you have advantage on Stealth checks while in dim light, darkness, smoke, heavy foliage, crowds, or deep shadow. The first attack against you from beyond 30 ft. has disadvantage if you are not in bright light.
Hungering Blade
Imbue one weapon, natural weapon, or unarmed strike with ravenous shadow. Once per turn when you hit with it, deal extra necrotic damage equal to your CHA modifier and gain temporary hit points equal to the necrotic damage dealt.
Shadow Slip
Step into a shadow at your location and emerge from another shadow you can see within range. You must begin and end in dim light or darkness. This movement does not provoke opportunity attacks.
Shadowskin
Shadow clings to your skin like armor. For the duration, while not wearing medium or heavy armor, your AC becomes 13 + your CHA modifier. In dim light or darkness, you also reduce radiant damage by your CHA modifier.
Darkness
Magical darkness fills a 15-ft. radius sphere centered within range or on an unattended object. Darkvision cannot see through it, nonmagical light cannot illuminate it, and light effects of Tier 2 or lower in the area are suppressed while the darkness remains.
Shadow Blade
Weave a blade of solid gloom. It counts as a simple melee weapon with finesse, light, and thrown range 20/60. On a hit, it deals 2d8 psychic or necrotic damage. Attacks with it have advantage against targets in dim light or darkness.
Grasping Shade
Shadows grab at one creature within range. The target must make a STR save, taking 3d8 necrotic damage and having its speed reduced to 0 until the start of your next turn on a failed save, or half damage only on a success.
Shadow Blend
While in dim light or darkness, you become invisible along with anything you are wearing or carrying. This invisibility ends if you attack, enter bright light, become incapacitated, or dismiss it as a bonus action.
Lurker in Darkness
Creatures using darkvision do not automatically see you in darkness. Against such creatures, you may still attempt to hide while lightly obscured by darkness, smoke, or deep shadow. Magical sight of Tier 3 or higher can contest this normally.
Shadow Drain
Siphon vitality through nearby shadows. Hostile creatures that enter the emanation for the first time on a turn or start there must make a CHA save, taking 3d6 necrotic damage and subtracting 1d4 from attack rolls until the start of their next turn on a failed save, or half damage only on a success.
Shadow Door
Teleport from one area of dim light or darkness to another you can see within range. You may bring one willing creature within 5 ft. if both of you begin in the same shadow and arrive in the same shadow.
Shadow of Moil
Flame-like shadows wreathe you. You are heavily obscured to others, bright light within 10 ft. becomes dim light, and dim light becomes darkness. You have resistance to radiant damage. Whenever a creature within 10 ft. hits you with an attack, it takes 2d8 necrotic damage.
Doomtide
Create a 20-ft. radius sphere of inky fog and magical darkness within range. A hostile creature that enters for the first time on a turn or starts there must make a WIS save, taking 5d6 psychic damage and subtracting 1d6 from its next save before your next turn on a failed save, or half damage only on a success.
Foul Play
Turn a creature’s own shadow against it. Make a ranged power attack against one creature within range. On a hit, the target takes 5d10 necrotic damage. If the target is in dim light or darkness, add its highest physical ability modifier to the damage.
Dark Void
Throw a sphere of total darkness at a point within range, creating a 20-ft. radius area. Creatures of your choice in the area must make a WIS save or become drowsed and slowed: their speed is halved, they cannot take reactions, and the first attack against them before your next turn has advantage. The effect ends early on a creature that takes damage.
Dusk Armor
While in dim light or darkness, you gain +2 AC and advantage on saves against being blinded by nonmagical light, glare, smoke, or visual distraction. This bonus ends while you are in bright light created by a hostile Tier 5 or higher light effect.
Creeping Darkness
Create a 20-ft. radius sphere of magical darkness at a point within range. As a bonus action on later turns, move the darkness up to 60 ft. The darkness can crawl around corners, seep through cracks, and cling to ceilings or walls, but cannot pass through sealed total cover.
Enervation
A tendril of inky darkness connects you to one creature within range. The target must make a DEX save, taking 5d8 necrotic damage on a failed save, or half on a success. On a failed save, you may use your action on later turns to repeat the damage automatically while the target remains in range and not behind total cover. You regain hit points equal to half the necrotic damage dealt.
Field of Reaping
Create a 30-ft. cube of reaping shadow within range. Hostile creatures in the field are cursed until they leave. Once per turn when a cursed creature takes damage, it takes an extra 2d6 necrotic damage, and one ally of your choice in the field gains temporary hit points equal to the necrotic damage dealt.
Umbrakinesis Dominion
Your Umbrakinesis powers ignore mundane bright light, smoke, fog, and ordinary darkness penalties. You can see normally through your own magical darkness, and your shadow powers ignore necrotic resistance from nonmagical anatomy or mundane armor.
Umbra Shield
When you or a creature within range takes damage, wrap the target in swallowing dark. Reduce the damage by 6d8 + your CHA modifier. If the target is in dim light or darkness, it may also teleport 15 ft. to a shadow it can see.
Shadow Servitor
Shape a Medium shadow servitor in an unoccupied space within range. It can carry objects, scout, squeeze through 1-inch gaps, Help with Stealth or Intimidation checks, and make one shadow strike per turn using your power attack for 4d8 necrotic damage. Only one servitor from this power can be active at a time.
Are You Afraid of the Dark?
Fear blooms in darkness you command. Hostile creatures of your choice in the emanation that are in dim light or darkness must make a WIS save or become frightened for the duration. A frightened creature repeats the save at the end of each turn, ending the effect on itself on a success.
Black Mirror
Trap one creature’s reflection in black glass or a mirror of shadow. The target must make a WIS save or become paralyzed until the end of its next turn. If the target is in your magical darkness, it has disadvantage on the save.
Shadow Ball
Condense shadow into a crushing orb and hurl it at one creature within range. Make a ranged power attack. On a hit, the target takes 8d10 necrotic damage and must make a DEX save or be blinded until the end of its next turn.
Night Road
Open a hidden route through connected shadows. You and up to six willing creatures can travel at twice normal pace through dim light, darkness, alleys, tunnels, forests, ruins, or night roads in the emanation. The route cannot cross open bright light or sealed total cover.
Umbral Army
Raise up to six shadow figures from dim light or darkness within range. They occupy spaces, provide half cover, Help allies, threaten opportunity attacks, and can each strike once for 2d8 necrotic damage using your power attack. They vanish in bright light or when the duration ends.
Maddening Darkness
Magical darkness fills a 60-ft. radius sphere centered within range and spreads around corners. Darkvision cannot see through it, and light of Tier 8 or lower cannot illuminate it. Creatures of your choice that start there must make a WIS save, taking 8d8 psychic damage on a failed save, or half on a success.
Shadow Realm Pocket
Open a small pocket of stable shadow in a doorway, wall, floor, chest, cloak, or pool of darkness. The pocket can shelter up to six Medium creatures or store nonliving objects. It is hidden from mundane sight but can be found by Tier 8 or higher shadow, planar, or divination effects.
Eclipse Mantle
Crown yourself in eclipse shadow. For the duration, you can see through all darkness, have resistance to necrotic and radiant damage, and hostile creatures that start within 10 ft. of you in dim light or darkness must make a WIS save or become frightened until the start of their next turn.
Shadow Severance
Cut a creature away from its own shadow. The target must make a CHA save, taking 12d10 necrotic damage and losing resistance to necrotic damage until your next turn on a failed save, or half damage only on a success. If the target casts no shadow, it has advantage on the save.
Sovereign Umbrakinesis
You are immune to mundane darkness penalties and resistant to necrotic damage. Your magical darkness suppresses non-divine light of Tier 8 or lower, and effects below Tier 9 cannot reveal, track, or outline you by shadow, silhouette, mundane light, or darkvision unless you choose.
Nightfall Cataclysm
Drop crushing night across the emanation. Creatures of your choice in the area must make a WIS save, taking 16d10 necrotic or psychic damage and becoming blinded and frightened until the start of your next turn on a failed save, or half damage only on a success.
Shadow Dominion
You command all non-divine shadow and darkness in the emanation. You may brighten, deepen, move, shape, or erase shadow, create paths and walls of darkness, extinguish mundane lights, reveal hidden silhouettes, and grant chosen creatures advantage on Stealth or Intimidation checks.
Black Sun Gate
Open a gate of total eclipse at a point within range. The 20-ft. radius gate is magical darkness and difficult terrain. A creature that starts there must make a CHA save or be pulled into a harmless shadow pocket until the start of your next turn, returning prone to the nearest unoccupied space.
Avatar of Night
Become a living eclipse. For the duration, you can see through all darkness, gain resistance to radiant, necrotic, psychic, and cold damage, may teleport 60 ft. between shadows once per turn, and your Umbrakinesis powers deal or prevent an extra 4d10 once per turn.
Nocturne of Oblivion
A kingdom of night overtakes the battlefield. The emanation becomes magical darkness for hostile creatures and dim light for allies. Hostile creatures that start there must make a WIS save, taking 18d10 necrotic or psychic damage and becoming frightened and blinded on a failed save, or half damage only on a success.
Blackout World
Cast a region into supernatural night. Within range, mundane light dies, shadows deepen, roads vanish into dusk, and chosen routes become hidden to ordinary sight. This is a story-scale effect that can shelter armies, hide cities, terrify settlements, or extinguish signal lights, but does not directly deal combat damage.
Omnishadow
Declare a mythic dominion of shadow tied to a city, eclipse, bloodline, prison, battlefield, forgotten road, dead star, or secret kingdom. Define its principle with the GM: the night that hides a people, the eclipse no sun can break, the shadow that swallows a tyrant’s palace, or the road through darkness that only the chosen can walk. It can be opposed only by Tier 10 shadow magic, divine intervention, or a story condition set when declared.
Characters With This Aspect
No character is linked to this aspect yet.