All shades were once human, that much is known. Now, they are the dark mirror of the humanity who lingered too close to Malapheme when the veil to the Outer Dark tore and shadow washed in like some dark torrent to engulf the lands of what is now Wiir, Slavers March, and the Horned Hold. Whatever soul a shade once possessed has been saturated by shadow or devoured by the gloom of Malapheme. Though the veil has been repaired, the shades still linger as a dark reminder of the hubris and cruelty of the people of Wiir and the darkness they sought to master.
Shades are immortal; sustained by the tenebrous energy that lurks beneath the Cunaerai. They are typically sullen, gloomy, and selfish, drowning in small jealousies and exercising petty cruelties to constantly remind themselves that they can feel something, anything. Shades look back on their former life and living with regret, sadness, and jealousy. It is difficult for a shade to maintain companionship or give love, for in the living such things are nurtured by the soul – something shades are constantly reminded they have lost forever.
Shades are drawn to the darker professions: thieves, assassins, monks of shadow, or the black arts of wizardry such as necromancy or the more tenebrous studies of illusion. They excel in such areas, although most of a shade’s natural ability slips away when they step out of the gloaming. In areas where a shade is known to operate, the best defense against them is constant, bright light.
There are dangerous rituals practiced by wizards and clerics that can allow one to abandon their soul for shadowstuff and immortality. This is the only way new shades can be brought into being.
Ability Score Increase. Your Intelligence score increases by 2. Your Dexterity score increases by 1.
Ageless. Shades do not die of old age.
Alignment. Most shades are a sullen neutral with a tendency toward evil. Their evil lies in their selfishness, cruel insight which they feel a perverse pleasure in sharing, and pettiness – it seldom manifests in direct, violent action unless provoked.
Size. Shades are the size of humans.
Speed. Your base walking speed is 30 feet.
Shade Sight. You possess darkvision up to 120 feet.
As a Shadow in the Sunlight. You have disadvantage on attack rolls, Dexterity (Stealth) checks, 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.
One with Shadow. You have proficiency in the Stealth skill. Furthermore, you can attempt to hide when in dim light, darkness, or heavy shadows.
Shadow Magic. While in darkness, dim light, or heavy shadows, you can cast the minor illusion cantrip at will. Once per short rest at 3rd level, when you are in dim light or darkness, you may use a bonus action to teleport up to 60 feet to an unoccupied space that you can see that is also in dim light or darkness. Finally, at 5th level, you can also cast the darkness spell once per long rest. Intelligence is your spellcasting ability for these spells.
Untrustworthy. Shades are unsettling and unnatural, and suffer disadvantage on all Charisma checks when interacting with non-shades hailing from lands outside of Malapheme, Wiir, the Slaver’s March, and the Horned Hold.