Races Revived: Shade written by JOSH GENTRY edited by JOYCE DENTON art supplied by WIZARDS OF THE COAST
Warlocks are not the only ones who can trade their soul for power. Thieves and assassins with little understanding of magic may still be attracted the the enticement of the shadows. Come to the Shadowfell, and transform as its dark embraces touches your soul. Return to the world with the power of a Shade!
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Races Revived: Shade Not for resale. Permission granted to print or photocopy this document for personal use only.
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Shade It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter. — J.R.R. Tolkien, The Hobbit Shades are darkness manifest in humanoid form. A portion of their soul was sucked into the Shadowfell and supplanted with efficient, murderous power. Some shades are born by accident, and the would-be reluctant spirit is overcome with dark ambitions. Others, in their natural ambition or foolishness, intentionally seek this bid for power. In the days of Netheril, becoming a shade was a symbol of status and loyalty to the domain. In the shattered kingdom's wake, their progeny spreads and their darkness grows deeper once again.
Cloaked in Shadow
Many distinct changes occur when a humanoid becomes a shade, but their over-all size and shape remain the same. Their eyes, skin, and hair become a uniform tone that matches the night sky, which upon close examination may be dark gray, deep navy, or void black. They visibly emanate a dark aura that turns anything they wear that same color. The presence of a shade seems to make nearby shadows grow darker. Since shades can be recognized on sight, and are maligned for their historical connection to dread Netheril, those that go into public may choose to don a disguise to avoid unwanted attention. The most effective disguise is a disguise self spell, but full-body hooded cloaks, dark robes complete with concealing cowl, and masquerade masks at least disguise their race (if not suspicion of wrongdoing).
Ruthless Ambition
None seek the shadows without a desire for their use. None leave the shadows without a transformation in their soul. In joining the shadows shades lose, or rather sacrifice, everything that made them a member of their previous race. An elf's love of bows, a gnome's love for animals and gadgets, a dwarf's love for ale―when somebody becomes a shade, all those things disappear. What remains is a killer's instinct and the will to put dark forces to effective use.
Even though shades lack in sentimentality, that is not to say they lack emotion altogether. After all, they retain the memories of their lifetime before, and as such they can use their newfound powers to achieve whatever goals remain. Whether those goals are vengeful, foolish, or noble depends on the shade in question.
The Lingering Darkness
Though shades have never formed an entire society of their own, they were essential to the Forgotten Realm's Netheril civilization. In 1372 DR, the floating city of Shade (also known as Thulthantar, and the Shade Enclave) appeared in the Anauroch desert, and its mighty magisters overtook the land with the power of shadow. Many Shadovar, Netherese citizens, became shades during their millennium in the Shadowfell. The magisters also had a ritual to transform a person into a shade and used it to reward their most loyal subjects. These shades ranked among the empire's most elite spies, assassins, and arcane artillery. The war Netheril unleashed ravaged Faerûn until its climactic end in 1487 DR. That year Elminster famously overpowered the Netherese archmage, and as a result Thulthanthar crashed into Myth Drannor and destroyed both cities. Their empire in shambles, shades fled to every corner of the land. 2
In Faerûn's present day, as in other worlds, shades watch, wait, and scheme from the shadows. They have no society of their own, but they lurk in the unsavory outskirts of most societies. Shades have no innate affection for one another, though some group with those of like mind. Some noble or reluctant shades discretely group together to manage their new form peacefully and responsibly. Secretive cabals under the rule of a powerful leader are also fairly common; this leader often offers to transform a prospective member into a shade in return for total and utter devotion.
Grasping for Power
Shades ally with others when it suits their needs. Even though shades generally prefer to work alone, sometimes allies serve as a distraction large hordes of enemies, or make a shade's appearance in public less conspicuous. Adventuring groups are most compatible when they are open-minded to the shade's power and share similar goals. If wealth and power are all a group of adventurers love, they should have no problem enlisting the aid of a living shadow. Just as some shades become adventurers, many adventurers also become shades. Many heroes come into contact with the Shadowfell, and a shade's sheer power is understandably tempting. If your character wants to become a shade, ask your DM before hand. That way, the two of you can orchestrate an ideal time and explanation for this sudden surge of darkness.
Shade Names
Some shades hold on to their previous name for the sake of convenience. Many, however, prefer to discard their previous name and assume an entirely new identity. Some assume many aliases over time to cloak their origins. In the Forgotten Realms, shades occupied the highest rungs of Netherese society. The names of those houses reflect the magisters' overshadowing nature. To this day, there remain shades with names once common in Thulthanthar.
The Fifty Shades of Thay Before the Spellplague, shades visited Thay regularly to spy and exchange information. After the war with the Shadovar, Thayan red wizards captured shades and extracted from them the secret of shade creation. The red wizards now use the spell to create powerful and loyal living spies. Now Thay loves to employ its shade strike force against organizations and facilities expecting an attack from the undead.
Shade Traits
No matter your previous race, you exchanged those traits for the power all shades share. Past Life: Through a dark ritual or contact with the Shadowfell, you've transcended into an all-new being. Determine the race of your previous form. You do not gain that race's features; however, you count as a member of that race for meeting prerequisites and determining effects. Some of the following features are also based on your previous race. As the most common race, most shades were previously humans. Ability Score Increase: Your Charisma increases by 1, and your Dexterity increases by 2. Age: Newly-transformed shades are usually adults with an age appropriate for their previous race. The natural lifespan of a shade is many times that of an ordinary human, some growing as old as elves. Alignment: The most famous shades are callous and wicked, and are known for their Evil deeds. Most heroic or honorable shades keep their Good deeds below notice. Size: Your body is the same size as your previous race (normally Medium). Speed: Your base walking speed is 35 feet. Superior Darkvision: Being one with the shadows, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Sunlight Sensitivity. 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. Fractured Spirit: When you expend hit dice after a short rest, you do not apply your Constitution bonus to the amount you heal (you still apply a penalty). Mask of Shadows. You gain proficiency in Stealth. You can attempt to hide even when you are only lightly obscured by natural mist, shade, or darkness. Shadow Jaunt: You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. Languages: You can read, speak, and write Common. You also know the other languages known to your previous race.
Races Revived: Shade Not for resale. Permission granted to print or photocopy this document for personal use only.
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About the Author
This article was researched and written by Josh Gentry. If you have questions, suggestions, or corrections, please do not hesitate to email me at
[email protected].
Josh Gentry is a freelance author and writing tutor living in Athens, GA. Josh's previously published works include EN5ider articles and new OGL articles on DTRPG. He is a Returned Peace Corps Volunteer who served as an English teacher in the Philippines in 2013. His favorite class is warlock, but let's be real, he always DMs.
Special Thanks Thank you to the D&D community for providing constructive feedback. Colossal thanks goes to Mike Mearls, Chris Sims, Richard Baker, James Wayatt, Travis Stout, Claudio Pozas, Robert J. Schwalb, and countless other D&D writing senpai! Miraming salamat po sa inyong lahat!
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