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6th-Level Features

As a 6th-level shadow, you gain the following features.

Perk

You gain one perk of your choice.

Umbral Form

As a maneuver, you lose control of yourself, becoming a shadow creature dripping with ash. This transformation lasts until the end of the encounter, until you are dying, or after 1 uninterrupted hour of quiet focus outside of combat. You gain the following effects while in this form:

  • You can automatically climb at full speed while moving.
  • Enemies' spaces don't count as difficult terrain for you. An enemy takes corruption damage equal to your Agility score the first time you pass through their space on a turn.
  • If you end your turn with cover or concealment from another creature, you are automatically hidden from that creature.
  • You gain 1 surge at the start of each of your turns.
  • You have corruption immunity equal to 5 + your level.
  • Creatures gain an edge on strikes against you.
  • You take a bane on Presence tests made to interact with other creatures.

6th-Level College Ability

Your shadow college grants your choice of one of two heroic abilities.

6th-Level Black Ash Abilities

Choose one of the following abilities.

Black Ash Eruption (9 Insight)

Your attack produces a cloud of black ash that launches an enemy into the air.

Magic, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + Agility:

  • ≤11: 3 + A damage; vertical push 5
  • 12-16: 6 + A damage; vertical push 10
  • 17+: 9 + A damage; vertical push 15

Effect: A creature force moved by this ability must be moved straight upward.

Cinderstorm (9 Insight)

You teleport your friends in a burst of ash and fire.

Magic Maneuver
📏 4 burst 🎯 Self and each ally in the area

Effect: Each target can teleport up to 5 squares. For each target in addition to you who teleports away from or into a space adjacent to an enemy, that enemy takes fire damage equal to your Agility score. Additionally, a target who ends this movement in concealment or cover can use the Hide maneuver even if they are observed.

6th-Level Caustic Alchemy Abilities

Choose one of the following abilities.

One Vial Makes You Better (9 Insight)

A well-timed throw of a potion will keep your allies in the fight.

Ranged Maneuver
📏 Ranged 10 🎯 Three creatures

Effect: You ready, hand, or lob a potion to each target, who can immediately quaff the potion (no action required). If they don't drink the potion right away, they must use the Use Consumable maneuver to consume it later. The potion loses its potency at the end of the encounter.

A creature who drinks the potion can spend up to 2 Recoveries, and has acid immunity, fire immunity, or poison immunity (their choice) equal to your level until the end of the encounter.

One Vial Makes You Faster (9 Insight)

Each ally who catches a potion you throw can take the battle to the next level.

Ranged Main action
📏 Ranged 10 🎯 Three creatures

Effect: You ready, hand, or lob a potion to each target, who can immediately quaff the potion (no action required). If they don't drink the potion right away, they must use the Use Consumable maneuver to consume it later. The potion loses its potency at the end of the encounter.

A creature who drinks the potion receives benefits based on your power roll.

Power Roll + Agility:

  • ≤11: The creature's speed is increased by 2 until the end of the encounter.
  • 12-16: The creature can fly until the end of the encounter.
  • 17+: The creature turns invisible until the end of their next turn.
6th-Level Harlequin Mask Abilities

Choose one of the following abilities.

Look! (9 Insight)

You distract your foes, allowing your allies to take advantage of that distraction.

Area, Magic Maneuver
📏 5 burst 🎯 Each enemy in the area

Effect: Until the start of your next turn, any ability roll made against a target gains an edge.

Puppet Strings (9 Insight)

You prick little needles on the tips of your fingers into the nerves of your enemies and cause them to lose control.

Magic, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two enemies

Power Roll + Agility:

  • ≤11: 2 damage; if the target has R < WEAK, before the damage is resolved, they make a free strike.
  • 12-16: 5 damage; if the target has R < AVERAGE, before the damage is resolved, they use a main action ability of your choice.
  • 17+: 7 damage; if the target has R < STRONG, before the damage is resolved, they can shift up to their speed and use a main action ability of your choice.

Effect: You choose the new targets for the original target's free strike or ability. Additionally, if you are hidden or disguised, using this ability doesn't cause you to be revealed.