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.

UmbrakinesisSpellcastingChargesStealth

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

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

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.

Tier 0Bonus ActionAt-Will

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.

Tier 1PassiveAt-Will

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.

Tier 1Bonus ActionAt-Will

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.

Tier 1Bonus ActionAt-Will

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.

Tier 1Bonus ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2Bonus ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3PassiveAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3Bonus ActionAt-Will

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.

Tier 4Bonus ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 5PassiveAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 6PassiveAt-Will

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.

Tier 6ReactionAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 8Action1/Long Rest

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.

Tier 8ActionAt-Will

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.

Tier 8Bonus ActionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 9PassiveAt-Will

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.

Tier 9Action1/Long Rest

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.

Tier 9ActionAt-Will

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.

Tier 9Action1/Long Rest

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.

Tier 10Bonus ActionAt-Will

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.

Tier 10Action1/Long Rest

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.

Tier 101 Hour1/Long Rest

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.

Tier 10Action1/Ever

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.