Outdated.shade.exe

## **Otherform**

As a Shade, you can use a bonus action to shift in or out of your Otherform. The composition of such a form depends on your clan, but while in it you have resistance to non-magical slashing, piercing, and bludgeoning damage and have a fly speed of 50 ft. Additionally, you cannot use weapons, interact with objects, perform somatic components, or produce material components in this form. You can stay in your Otherform for a number of minutes equal to your constitution modifier (minimum 1 minute) total, although the actual duration may be split into separate situations. The ability recharges at the end of a long rest.

## **Enenra--Smoke Shades**

As an Enenra, you can see in smoky areas as if the air was clear, and you never choke because of smoke inhalation. You have resistance to fire damage, and your Otherform is made from a cloud of ash.

### *Puff of Smoke*

   At level 3, you can use an attack to shoot a burst of ash at a target in melee range. Assuming the target has eyes, they must make a Constitution save or be Blinded until their next turn.

### *Smoke Step*

At level 9, you can teleport up to 40 ft. in a puff of smoke or ash as a free action. If a melee attack is made directly after the teleport, it has advantage. This feature recharges on a 5-6. Roll 1d6 at the start of each of your turns to determine whether the ability has recharged. Teleporting from one area of smoke to another does not require recharge.

### *Greyshade Aura*

At level 13, you can choose to activate your Aura. For 1 minute (unless you are knocked unconscious) all flames within 30 ft. of you take on a gray tinge and the air around you in that radius fills with smoke. Any creature that starts its turn in that area must make a Constitution save or be Blinded until the start of its next turn. Once you use this feature, you cannot use it again until you finish a long rest.

### *Disintegration*

At level 17, whenever you reduce a creature to 0 hp with a melee attack, you can choose to turn it to ash, killing it instantly. Its clothes, armor, weapons, and any items being worn or carried remain untouched. Once you use this feature, you cannot use it again until you finish a long rest. If the target has less than 50 max hp, you do not expend your use of this feature.

## **Malaia--Night Shades**

As a Malaia, you can see in magical darkness as if it was bright light. You have resistance to necrotic damage and your Otherform is composed of roiling shadows.

### *One Acquainted with the Night*

At level 3, you can use an action to become invisible when you are in darkness.

### *Shadow Travel*

At level 9, you can teleport up to 100 ft. in a blink of shadow as a free action. If a melee attack is made directly after the teleport, it has advantage. This feature recharges on a 5-6. Roll 1d6 at the start of each of your turns to determine whether the ability has recharged. Teleporting from one area of darkness or deep shadow to another does not require recharge.

### *Aura of Darkness*

At level 13, you can choose to activate your Aura. For 1 minute (unless you are knocked unconscious) all light sources within 100 ft. of you dim their circle of light by ½  and the air around you for 30 ft. acts as if under the effects of a *Darkness* spell. Any attack you make on a creature within your aura has advantage. Once you use this feature, you cannot use it again until you finish a long rest.

### *Shadow Double*

At level 17, you can summon an illusory double of yourself. The double disappears if it takes damage, but has its own set of actions and can make attacks like you do. All of its attacks deal psychic damage, and you can trade places with it as a free action. When you and the double are making attacks on the same creature, the attacks have advantage. You can use this feature a number of times per long rest equal to your Constitution modifier.

## **Ishida--Frost Shades**

As an Ishida, you can see perfectly, even in the most blinding of snowstorms. You are immune to the effects of environmental cold, have resistance to cold damage, and your Otherform is a flurry of snow. You can also walk on water, freezing it under you as you go.

### *Frozen Blasts*

At level 3, you learn the *Ray of Frost* and *Frostbite* cantrips and you can cast *Ice Knife* a number of times per long rest equal to your Constitution modifier. Additionally, whenever you pass through a creature in your Otherform, they must make a Constitution save or take 2d6 cold damage.

### *Snow Step*

At level 9, you can teleport up to 40 ft. in a flurry of snowflakes or a blast of freezing air as a free action. If a melee attack is made directly after the teleport, it has advantage. This feature recharges on a 5-6. Roll 1d6 at the start of each of your turns to determine whether the ability has recharged. Teleporting from one area of snow or freezing air to another does not require recharge.

### *Freezing Aura*

At level 13, you can choose to activate your Aura. For 1 minute (unless you are knocked unconscious) all flames within 30 ft. of you are instantly put out and the air around you in that radius becomes freezing. All exposed water in the radius turns to solid ice for the duration. Any creature that starts its turn in that area must make a Constitution save or take 2d4 cold damage. Once you use this feature, you cannot use it again until you finish a long rest.

### *Tomb of Ice*

At level 17, whenever you hit a creature with a melee attack, you can choose to encase them in a shell of ice. They must make a Strength save or be frozen until the start of your next turn. If they are reduced to 0 hp while entombed, they shatter into shards of ice. You can use this feature a number of times per long rest equal to your Constitution modifier.

### *Heart of Winter*

Also at level 17, when you are damaged, you can use a reaction to teleport up to 30 feet, leaving behind a statue of yourself made of ice, which takes the damage for you. You can use this feature a number of times per long rest equal to your Constitution modifier.

## **Ekere--Fire Shades**

As an Ekere, you have resistance to fire damage and your Otherform is a cloud of cinders.

### *Flames of Fury*

At level 3, you gain several abilities related to fire. Once per round, whenever you hit a creature with a melee attack, you can choose to add 1d4 fire damage. When you take the attack action, you may forgo any of your attacks for a ranged fire attack (2d6+con fire damage, 30/60). You learn the cantrip *Produce Flame* and *Control Flames.* Whenever a creature hits you with an attack, you can use a reaction to cast *Hellish Rebuke.* You may use that feature a number of times per long rest equal to your Constitution modifier.

### *Fire Step*

At level 9, you can teleport up to 40 ft. in a flash of sparks as a free action. If a melee attack is made directly after the teleport, it has advantage. This feature recharges on a 5-6. Roll 1d6 at the start of each of your turns to determine whether the ability has recharged. Teleporting from one area of intense heat or fire to another does not require recharge.

### *Scorching Aura*

At level 13, you can choose to activate your Aura. For 1 minute (unless you are knocked unconscious) all flames within 30 ft. of you burn brighter and higher, and the air around you in that radius becomes painfully hot. Any flammable object that is not being worn or carried in that radius catches fire instantly and softer metals like gold and silver melt slowly. Non-magical arrows and bolts that pass within 10 ft. of you are incinerated. Any creature that starts its turn in that area must make a Constitution save or take 2d4 fire damage. Once you use this feature, you cannot use it again until you finish a long rest.

### *Incineration*

At level 17, when you are reduced to 0 hp, you can use an action to cast *Fireball* at 5th level, centered on yourself. Any flammable object in the blast radius that is not being worn or carried is incinerated. Any creature reduced to 0 hp is incinerated. Any flammable items being worn or carried by a creature that is reduced to 0 hp are incinerated. Once you use this feature, you cannot use it again until you finish a long rest. Also at level 13, you become immune to fire damage.

## **Vesatha--Mist Shades**

As a Vesatha, you can see perfectly in areas of dense mist and fog, and you have a swim speed equal to your walking speed. You have resistance to acid damage and your Otherform is a cloud of fog.

### *Mistborn*

At level 3, you can cast *Shape Water* and *Fog Cloud* at will.

### *Mist Travel*

At level 9, you can teleport up to 100 ft. in a puff of fog as a free action. If a melee attack is made directly after the teleport, it has advantage. This feature recharges on a 5-6. Roll 1d6 at the start of each of your turns to determine whether the ability has recharged. Teleporting from one area of fog or water to another does not require recharge.

### *Aura of Fog*

At level 13, you can choose to activate your Aura. For 1 minute (unless you are knocked unconscious) all flames within 30 ft. of you go out, and the air around you in that radius fills with thick fog. Any time a creature that isn’t you moves at least one square within the area, they must make a Wisdom save. On a failure, roll 1d4 to determine a random direction for them to travel. Attacks you make in this radius have advantage. Once you use this feature, you cannot use it again until you finish a long rest.

### *Ride the Waves*

At level 17, while you are in your Otherform and enter the water, you can travel up to 1,000 feet per round. You also gain resistance to fire damage and a flying speed equal to your walking speed.

## **Ashera--Sand Shades**

As an Ashera, you can see perfectly in sandstorms and other dusty conditions. Your Otherform is a cloud of dust.

### *Sandborn*

At level 3, you can form daggers out of glass. Summoning two such weapons is a free action, and they act as +1 daggers. On a miss when thrown, they shatter, and everyone within 5 feet of the impact point must make a Dexterity save, taking 1d4 piercing damage on a failure and half as much on a success. You also learn the cantrip *Mold Earth* and *Minor Illusion* thanks to your connection to desert and mirages.

### *Dust Step*

At level 9, you can teleport up to 40 ft. in a blur of dusty wind as a free action. If a melee attack is made directly after the teleport, it has advantage. This feature recharges on a 5-6. Roll 1d6 at the start of each of your turns to determine whether the ability has recharged. Teleporting from one area of dusty air, sand, or mirage to another does not require recharge.

### *Dust Storm*

At level 13, you can choose to activate your Aura. For 1 minute (unless you are knocked unconscious) the air within 50 ft. of you is filled with dust and wind. Any creature that starts its turn in that area must make a Constitution save or be Blinded until the start of its next turn. Ranged attacks made inside the radius or into the radius have disadvantage, and flying creatures that start their turns inside the area must make a Strength save or be moved in a direction of your choice 1d4x5 ft. Once you use this feature, you cannot use it again until you finish a long rest.

### *Mirage Walker*

At level 17, you may use an action to become invisible in direct sunlight or in a patch of very hot air. You can also cast *Silent Image* at will when in direct sunlight.

### *Mr. Sandman*

Also at level 17, if you are standing in sand or dust, you regain 1d4 hp at the start of each of your turns, unless you take fire damage. If you take fire damage, the regeneration stops for 1 minute.