Skip to content

Shadow


Subtlety is your art, the tip of the blade your brush. You studied at a secret college, specializing in alchemy, illusion, or shadow-magics. Your training and knowledge place you among the elite ranks of assassins, spies, and commandos. But more potent than any weapon or sorcery is your insight into your enemies' weaknesses.

As a shadow, you possess abilities that deal significant damage, enable you to move swiftly across the battlefield and evade hazards, and allow you to fade from notice even in the midst of the most intense combat encounters. You also possess more skills than any other hero.

"Whenever there is doubt, there is no doubt."

Motto of the College of Black Ash

Basics

Starting Characteristics: You start with an Agility of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, 2, −1, −1
  • 2, 1, 1, −1
  • 2, 1, 0, 0
  • 1, 1, 1, 0

Weak Potency: Agility − 2

Average Potency: Agility − 1

Strong Potency: Agility

Starting Stamina at 1st Level: 18

Stamina Gained at 2nd and Higher Levels: 6

Recoveries: 8

Skills: You gain the Hide and Sneak skills (see Skills in Chapter 9: Tests). Then choose any five skills from Criminal Underworld or the skills of the exploration, interpersonal, or intrigue skill groups. (Quick Build: Criminal Underworld, Hide, Lie, Pick Lock, Pick Pocket, Sabotage, Sneak.)

Shadow Advancement Table
Level Features Abilities College Abilities
1st Shadow College, Insight, College Features, College Triggered Action, Hesitation Is Weakness, Kit, Shadow Abilities Signature, 3, 5 -
2nd College Feature, Perk, College Ability Signature, 3, 5 5
3rd Careful Observation, 7-Insight Ability Signature, 3, 5, 7 5
4th Characteristic Increase, Keep It Down, Night Watch, Perk, Skill, Surge of Insight Signature, 3, 5, 7 5
5th College Feature, 9-Insight Ability Signature, 3, 5, 7, 9 5
6th Perk, Umbral Form, College Ability Signature, 3, 5, 7, 9 5, 9
7th Characteristic Increase, Keen Insight, Skill, Careful Observation Improvement, Ventriloquist Signature, 3, 5, 7, 9 5, 9
8th College Feature, Perk, 11-Insight Ability Signature, 3, 5, 7, 9, 11 5, 9
9th Gloom Squad, College Ability Signature, 3, 5, 7, 9, 11 5, 9, 11
10th Characteristic Increase, Death Pool, Perk, Skill, Careful Observation Improvement, Improved Umbral Form, Subterfuge Signature, 3, 5, 7, 9, 11 5, 9, 11

1st-Level Features

As a 1st-level shadow, you gain the following features.

Shadow College

*
Shadow Feature

Shadow College

Level 1

Shadow colleges are secret institutions that turn ordinary folk into something else. Finding a college is the first step in a rigorous initiation process that tests the mettle of an applicant. Even those who make the cut often wash out—or are kicked out—as the master shadows who teach stealth, magic, and assassination to their students are often less than gentle in their approach.

You graduated from a shadow college chosen from the following options, each of which grants you a skill. (Quick Build: College of Black Ash.)

  • College of Black Ash: The College of Black Ash founded the art of being a shadow. Its graduates are unmatched in mobility, using sorcery to teleport around the battlefield, manipulate shadows, and summon darkness. You have the Magic skill.
  • College of Caustic Alchemy: The College of Caustic Alchemy teaches its students recipes for the acids, bombs, and poisons used in their grim work. Graduates of the college are exceptional assassins. You have the Alchemy skill.
  • College of the Harlequin Mask: Graduates of the College of the Harlequin Mask learn illusion magic, which they use to infiltrate enemy strongholds and create orchestrated chaos in combat. You have the Lie skill.

Your shadow college is your subclass, and your choice of college determines many of the features you'll gain as you gain new levels.

Insight

*
Shadow Feature

Insight

Level 1

By observing your enemy, you learn how to use their weaknesses against them, building up a Heroic Resource called insight.

Insight in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain insight equal to your Victories. At the start of each of your turns during combat, you gain 1d3 insight.

Additionally, the first time each combat round that you deal damage incorporating 1 or more surges, you gain 1 insight.

Whenever you use a heroic ability that makes use of a power roll, that ability costs 1 fewer insight if you have an edge or double edge on it. If the ability has multiple targets, the cost is reduced even if the ability gains an edge or has a double edge against only one target.

You lose any remaining insight at the end of the encounter.

Insight Outside of Combat

Although you can't gain insight outside of combat, you can use your heroic abilities and effects that cost insight without spending it. Whenever you use an ability or effect outside of combat that costs insight, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use an ability outside of combat that lets you spend unlimited insight on its effect, such as Black Ash Teleport, you can use it as if you had spent an amount of insight equal to your Victories.

1st-Level College Features

*
Shadow Feature

1st-Level College Features

Level 1

Your shadow college grants you one or two features, as shown on the 1st-Level College Features table.

1st-Level College Features Table

CollegeFeature
Black AshBlack Ash Teleport
Caustic AlchemyCoat the Blade, Smoke Bomb
Harlequin MaskI'm No Threat

Black Ash Teleport

Level 1

You have the following ability.

f
Maneuver

Black Ash Teleport

In a swirl of black ash, you step from one place to another.

Magic
Distance
Self
Targets
Self
Effect

You teleport up to 5 squares. If you have concealment or cover at your destination, you can use the Hide maneuver even if you are observed. If you successfully hide using this maneuver, you gain 1 surge.

Spend 1+ InsightYou teleport 1 additional square for each insight spent.

Coat the Blade

Level 1

You have the following ability.

f
Maneuver

Coat the Blade

A little poison goes a long way.

-
Distance
Self
Targets
Self
Effect

You gain 2 surges. Additionally, whenever you use a surge before the end of the encounter, you can choose to have it deal poison damage.

Spend 1+ InsightFor each insight you spend, you gain 1 additional surge.

I'm No Threat

Level 1

You have the following ability.

f
Maneuver

I'm No Threat

Taking on an illusory countenance gives you an advantage on subterfuge.

Magic
Distance
Self
Targets
Self
Effect

You envelop yourself in an illusion that makes you appear nonthreatening and harmless to your enemies. You might take on the appearance of a harmless animal of your size, such as a sheep or capybara, or you might appear as a less heroic and unarmed version of yourself. While this illusion lasts, your strikes gain an edge, and when you take the Disengage move action, you gain a +1 bonus to the distance you can shift.

The illusion ends when you harm another creature, when you physically interact with a creature, when you use this ability again, or when you end the illusion (no action required). If you end this illusion by harming another creature, you gain 1 surge.

Spend 1 InsightChoose a creature whose size is no more than 1 greater than yours and who is within 10 squares. This ability's illusion makes you appear as that creature. This illusion covers your entire body, including clothing and armor, and alters your voice to sound like that of the creature. You gain an edge on tests made to convince the creature's allies that you are the creature.

Smoke Bomb

Level 1

You always carry a supply of smoke bombs to use for distractions and easy getaways. You can use the Hide maneuver even if you are observed and don't initially have cover or concealment. When you do so, you can shift a number of squares equal to your Agility score. If you end this movement with cover or concealment, you are automatically hidden.

College Triggered Action

*
Shadow Feature

College Triggered Action

Level 1

Your shadow college grants you a triggered action, as shown on the College Triggered Actions table.

College Triggered Actions Table

CollegeTriggered Action
Black AshIn All This Confusion
Caustic AlchemyDefensive Roll
Harlequin MaskClever Trick
)
Triggered Action

Clever Trick

You sow a moment of confusion in combat, to your enemy's peril.

Magic
Distance
Self
Targets
Self
Trigger

An enemy targets you with a strike.

Effect

Choose an enemy within distance of the triggering strike, including the enemy who targeted you. The strike targets that enemy instead.

)
Triggered Action

Defensive Roll

When an enemy attacks, you roll with the impact to reduce the harm.

-
Distance
Self
Targets
Self
Trigger

Another creature damages you.

Effect

You take half the triggering damage, then can shift up to 2 squares after the triggering effect resolves. If you end this shift with concealment or cover, you can use the Hide maneuver even if you are observed.

Spend 1 InsightThe potency of any effects associated with the damage are reduced by 1 for you.
)
Triggered Action

In All This Confusion

You vanish in a plume of black smoke to avoid danger.

Magic
Distance
Self
Targets
Self
Trigger

You take damage.

Effect

You take half the damage, then can teleport up to 4 squares after the triggering effect resolves.

Spend 1+ InsightYou teleport 1 additional square for each insight spent.

Hesitation Is Weakness

*
Shadow Feature

Hesitation Is Weakness

Level 1

You have the following ability.

)
Triggered Action

Hesitation Is Weakness

Keep up the attack. Never give them a moment's grace.

-
Distance
Self
Targets
Self
Trigger

Another hero ends their turn. That hero can't have used this ability to start their turn.

Effect

You take your turn after the triggering hero.

Kit

*
Shadow Feature

Kit

Level 1

You can use and gain the benefits of a kit. See Chapter 6: Kits for more information. (Quick Build: Cloak and Dagger.)

Shadow Abilities

*
Shadow Feature

Shadow Abilities

Level 1

You specialize in dealing damage, then getting out of harm's way before the inevitable counterattack. You know a number of unique martial abilities that define your presence on the battlefield.

Signature Ability

Choose one signature ability from the following options. Signature abilities can be used at will. (Quick Build: Teamwork Has Its Place.)

l
Main Action

Gasping in Pain

Signature

Your precise strikes let your allies take advantage of a target's agony.

Distance
Targets
One creature
Power Roll +Agility
!3 + A damage
@5 + A damage
#8 + A damage; I < STRONG, prone
Effect

One ally within 5 squares of the target gains 1 surge.

l
Main Action

I Work Better Alone

Signature

"It's better, just you and me. Isn't it?"

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Agility
!3 + A damage
@6 + A damage
#9 + A damage
Effect

If the target has none of your allies adjacent to them, you gain 1 surge before making the power roll.

l
Main Action

Teamwork Has Its Place

Signature

You attack an enemy as an ally exposes their weakness.

Distance
Melee 1 or ranged 5
Targets
One creature or object
Power Roll +Agility
!3 + A damage
@6 + A damage
#9 + A damage
Effect

If any ally is adjacent to the target, you gain 1 surge before making the power roll.

l
Main Action

You Were Watching the Wrong One

Signature

They can't watch both of you at once.

Distance
Targets
One creature
Power Roll +Agility
!3 + A damage
@5 + A damage
#8 + A damage
Effect

As long as you have one or more allies within 5 squares of the target, you gain 1 surge. If you are flanking the target when you use this ability, choose one ally who is flanking with you. That ally also gains 1 surge.

Heroic Abilities

A range of heroic abilities define your combat prowess, all of which make use of your insight.

3-Insight Ability

Choose one heroic ability from the following options, each of which costs 3 insight to use. (Quick Build: Get In Get Out.)

l
Main Action

Disorienting Strike

Your attack leaves them reeling, allowing you to follow up.

Distance
Targets
One creature
Power Roll +Agility
!4 + A damage; slide 2
@6 + A damage; slide 3
#10 + A damage; slide 5
Effect

You can shift into any square the target leaves when you slide them.

l
Main Action

Eviscerate

You leave your foe bleeding out after a devastating attack.

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Agility
!4 + A damage; A < WEAK, bleeding (save ends)
@6 + A damage; A < AVERAGE, bleeding (save ends)
#10 + A damage; A < STRONG, bleeding (save ends)
l
Main Action

Get In Get Out

Move unexpectedly, strike fast, and be gone!

Distance
Targets
One creature
Power Roll +Agility
!5 + A damage
@8 + A damage
#11 + A damage
Effect

You can shift up to your speed, dividing that movement before or after your strike as desired.

l
Main Action

Two Throats at Once

A bargain.

Distance
Melee 1 or ranged 5
Targets
Two creatures or objects
Power Roll +Agility
!4 damage
@6 damage
#10 damage

5-Insight Ability

Choose one heroic ability from the following options, each of which costs 5 insight to use. (Quick Build: Coup de Grace.)

l
Main Action

Coup de Grace

Your blade might be the last thing they see.

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Agility
!2d6 + 7 + A damage
@2d6 + 11 + A damage
#2d6 + 16 + A damage
l
Main Action

One Hundred Throats

As you move across the battlefield, every foe within reach feels your wrath.

MeleeWeapon
Distance
Self; see below
Targets
Self
Power Roll +Agility
!3 damage
@6 damage
#9 damage
Effect

You shift up to your speed and make one power roll that targets up to three enemies who came adjacent to you during the move.

l
Main Action

Shadowstrike

They have no idea what the college taught you.

Distance
Self; see below
Targets
Self
Effect

You use a strike signature ability twice.

2nd-Level Features

As a 2nd-level shadow, you gain the following features.

Perk

*
Shadow Feature

Perk

Level 2

You gain one exploration, interpersonal, or intrigue perk of your choice. See Chapter 7: Perks.

2nd-Level College Feature

*
Shadow Feature

2nd-Level College Feature

Level 2

Your shadow college grants you a feature, as shown on the 2nd-Level College Features table.

2nd-Level College Features Table

CollegeFeature
Black AshBurning Ash
Caustic AlchemyTrained Assassin
Harlequin MaskFriend!

Burning Ash

Level 2

The ash you leave behind burns your foes. The first time on a turn that you use a shadow ability to teleport away from or into a space adjacent to an enemy, that enemy takes fire damage equal to your Agility score.

Friend!

Level 2

Your illusions make your enemies believe you are their friend in critical moments. Whenever an enemy uses an ability or trait that targets multiple allies and you are within distance of the effect, you can choose to be a target of the effect as well.

Additionally, when you use your I'm No Threat ability, you can take the Disengage move action as part of that ability.

Trained Assassin

Level 2

You know just where to cut your enemies. Whenever you make a strike that has no bane or double bane, and that incorporates 1 or more surges, you gain 1 additional surge that you can use only on that strike.

2nd-Level College Ability

*
Shadow Feature

2nd-Level College Ability

Level 2

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

2nd-Level Black Ash Ability

Choose one of the following abilities.

2nd-Level Caustic Alchemy Ability

Choose one of the following abilities.

l
Main Action

Sticky Bomb

Explosives are best when they're attached to an enemy.

Distance
Targets
One creature
Power Roll +Agility
!4 + A fire damage
@7 + A fire damage
#11 + A fire damage
Effect

You attach a small bomb to a creature. If you are hidden from the creature, they don't notice the bomb and you remain hidden. The creature otherwise notices the bomb and can disarm and remove it as a main action. If they don't, at the end of your next turn, the bomb detonates. When the bomb detonates, you make a power roll targeting each enemy within 2 squares of it.

l
Main Action

Stink Bomb

Putrid yellow gas explodes from a bomb you toss.

AreaRanged
Distance
3 cube within 10
Targets
Each creature in the area
Power Roll +Agility
!2 poison damage
@5 poison damage
#7 poison damage
Effect

The gas remains in the area until the end of the encounter. Any creature who starts their turn in the area and has M < AVERAGE is weakened (save ends).

2nd-Level Harlequin Mask Ability

Choose one of the following abilities.

)
Triggered Action

So Gullible

When your enemy strikes, you reveal you were in a different place all along.

Magic
Distance
Self
Targets
Self
Trigger

Another creature targets you with a strike.

Effect

You use your Clever Trick ability with no insight cost against the triggering creature and strike. You can teleport to an unoccupied space within 3 squares of that creature and can make a free strike against them. You can then spend a Recovery.

3rd-Level Features

As a 3rd-level shadow, you gain the following features.

Careful Observation

*
Shadow Feature

Careful Observation

Level 3

You have the following ability.

f
Maneuver

Careful Observation

A moment of focus leaves a foe firmly in your sights.

Distance
Targets
One creature
Effect

As long as you remain within distance of the target, maintain line of effect to them, and strike no other creature first, you gain an edge on the next strike you make against the assessed creature, and gain 1 surge you can use only on that strike.

7-Insight Ability

*
Shadow Feature

7-Insight Ability

Level 3

Choose one heroic ability from the following options, each of which costs 7 insight to use.

f
Maneuver

Dancer

You enter a flow state that makes you nearly impossible to pin down.

-
Distance
Self
Targets
Self
Effect

Until the end of the encounter, whenever an enemy moves or is force moved adjacent to you or damages you, you can take the Disengage move action as a free triggered action.

l
Main Action

Misdirecting Strike

"Why are you looking at ME?!"

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Agility
!9 + A damage
@13 + A damage
#18 + A damage
Effect

The target is taunted by a willing ally within 5 squares of you until the end of the target's next turn.

l
Main Action

Pinning Shot

One missile—placed well and placed hard.

Distance
Targets
One creature
Power Roll +Agility
!8 + A damage; A < WEAK, restrained (save ends)
@12 + A damage; A < AVERAGE, restrained (save ends)
#16 + A damage; A < STRONG, restrained (save ends)
l
Main Action

Staggering Blow

There's no recovering from this.

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Agility
!7 + A damage; M < WEAK, slowed (save ends)
@11 + A damage; M < AVERAGE, prone and can't stand (save ends)
#16 + A damage; M < STRONG, prone and can't stand (save ends)

4th-Level Features

As a 4th-level shadow, you gain the following features.

Characteristic Increase

*
Shadow Feature

Characteristic Increase

Level 4

Your Agility score increases to 3. Additionally, you can increase one of your characteristic scores by 1, to a maximum of 3.

Keep It Down

*
Shadow Feature

Keep It Down

Level 4

While conversing with any creature you share a language with, you can decide whether anyone else can perceive what you're conveying, even while yelling.

Night Watch

*
Shadow Feature

Night Watch

Level 4

Your sense for stealth shows those around you how to evade notice. While you are hidden, enemies take a bane on tests made to search for you or other hidden creatures within 10 squares of you.

Additionally, you have the following ability.

)
Triggered Action

Night Watch

A steely dagger from out of the blue knocks another weapon off course.

RangedWeapon
Distance
Targets
One ally
Trigger

The target takes damage from another creature's ability while you are hidden.

Effect

The target takes half the damage. You remain hidden.

Perk

*
Shadow Feature

Perk

Level 4

You gain one perk of your choice.

Skill

*
Shadow Feature

Skill

Level 4

You gain one skill of your choice. See Skills in Chapter 9: Tests.

Surge of Insight

*
Shadow Feature

Surge of Insight

Level 4

The first time each combat round that you deal damage incorporating 1 or more surges, you gain 2 insight instead of 1.

5th-Level Features

As a 5th-level shadow, you gain the following features.

5th-Level College Feature

*
Shadow Feature

5th-Level College Feature

Level 5

Your shadow college grants you a feature, as shown on the 5th-Level College Features table.

5th-Level College Features Table

CollegeFeature
Black AshTrail of Cinders
Caustic AlchemyVolatile Reagents
Harlequin MaskHarlequin Gambit

Harlequin Gambit

Level 5

Whenever you reduce an adjacent non-minion creature to 0 Stamina, you can immediately use a free maneuver to use your I'm No Threat ability and then move up to your speed.

If the creature is the same size as you, you can disguise yourself as them using I'm No Threat without spending insight. If you do, while I'm No Threat is active, the creature's body is disguised to look like your body. The illusion ends on their body if another creature physically interacts with it. When the illusion would end for either you or the creature's body, it ends for both.

Trail of Cinders

Level 5

Whenever you reduce a non-minion creature to 0 Stamina, you can immediately use a free maneuver to use your Black Ash Teleport ability.

Additionally, you can now bring an adjacent willing creature along with you whenever you use a shadow ability to teleport. The creature appears in an unoccupied space adjacent to the space into which you teleported. If no such space exists, they can't teleport with you.

Volatile Reagents

Level 5

Whenever you take damage, each enemy adjacent to you takes fire, acid, or poison damage (your choice) equal to your Agility score.

Additionally, your Defensive Roll ability now allows you to shift up to 5 squares, including shifting vertically. If you don't end this shift on solid ground and are not flying, you fall.

9-Insight Ability

*
Shadow Feature

9-Insight Ability

Level 5

Choose one heroic ability from the following options, each of which costs 9 insight to use.

f
Maneuver

Blackout

You cause a plume of shadow to erupt from your eyes and create a cloud of darkness.

AreaMagic
Distance
Targets
Special
Effect

A black cloud fills the area until the end of your next turn, granting you and your allies concealment against enemies. While you are in the area, whenever an enemy ends their turn in the area, you can use a free triggered action to shift to a new location within the area and make a free strike against them.

l
Main Action

Into the Shadows

You sweep your foe off their feet and plunge them into absolute darkness.

MagicMeleeStrikeWeapon
Distance
Targets
One creature or object
Power Roll +Agility
!8 + A corruption damage
@13 + A corruption damage
#17 + A corruption damage
Effect

You and the target are removed from the encounter map until the start of your next turn. You reappear in the spaces you left or the nearest unoccupied spaces. Make a power roll upon your return.

l
Main Action

Shadowfall

You vanish. They fall. You reappear.

AreaMeleeWeapon
Distance
10 x 1 line within 1
Targets
Each enemy in the area
Power Roll +Agility
!10 damage
@14 damage
#20 damage
Effect

You disappear before making the power roll. After the power roll is resolved, you appear in the first unoccupied space at the far end of the line.

l
Main Action

You Talk Too Much

Silence is a virtue. A knife pinning their mouth shut is the next best thing.

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Agility
!10 + A damage; P < WEAK, dazed (save ends)
@15 + A damage; P < AVERAGE, dazed (save ends)
#21 + A damage; P < STRONG, dazed (save ends)
Effect

The target can't communicate with anyone until the end of the encounter.

6th-Level Features

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

Perk

*
Shadow Feature

Perk

Level 6

You gain one perk of your choice.

Umbral Form

*
Shadow Feature

Umbral Form

Level 6

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

*
Shadow Feature

6th-Level College Ability

Level 6

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

6th-Level Black Ash Abilities

Choose one of the following abilities.

l
Main Action

Black Ash Eruption

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

MagicMeleeStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!3 + A damage; vertical push 5
@6 + A damage; vertical push 10
#9 + A damage; vertical push 15
Effect

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

f
Maneuver

Cinderstorm

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

Magic
Distance
Targets
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.

f
Maneuver

One Vial Makes You Better

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

Distance
Targets
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.

l
Main Action

One Vial Makes You Faster

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

Distance
Targets
Three creatures
Power Roll +Agility
!The creature's speed is increased by 2 until the end of the encounter.
@The creature can fly until the end of the encounter.
#The creature turns invisible until the end of their next turn.
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.

6th-Level Harlequin Mask Abilities

Choose one of the following abilities.

f
Maneuver

Look!

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

AreaMagic
Distance
Targets
Each enemy in the area
Effect

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

l
Main Action

Puppet Strings

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

MagicMelee
Distance
Targets
Two enemies
Power Roll +Agility
!2 damage; if the target has R < WEAK, before the damage is resolved, they make a free strike.
@5 damage; if the target has R < AVERAGE, before the damage is resolved, they use a main action ability of your choice.
#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.

7th-Level Features

As a 7th-level shadow, you gain the following features.

Characteristic Increase

*
Shadow Feature

Characteristic Increase

Level 7

Each of your characteristic scores increases by 1, to a maximum of 4.

Keen Insight

*
Shadow Feature

Keen Insight

Level 7

At the start of each of your turns during combat, you gain 1d3 + 1 insight instead of 1d3.

Skill

*
Shadow Feature

Skill

Level 7

You gain one skill of your choice.

Careful Observation Improvement

*
Shadow Feature

Careful Observation Improvement

Level 7

You can target two creatures simultaneously with your Careful Observation ability, observing both simultaneously. Making a strike against one target doesn't end your observation of the other target.

Ventriloquist

*
Shadow Feature

Ventriloquist

Level 7

Whenever you communicate, you can throw your voice so that it seems to originate from a creature or object within 10 squares. If you are hidden, talking this way doesn't cause you to be revealed.

8th-Level Features

As an 8th-level shadow, you gain the following features.

Perk

*
Shadow Feature

Perk

Level 8

You gain one perk of your choice.

8th-Level College Feature

*
Shadow Feature

8th-Level College Feature

Level 8

Your shadow college grants you a feature, as shown on the 8th-Level College Features table.

8th-Level College Features Table

CollegeFeature
Black AshCinder Step
Caustic AlchemyTime Bomb
Harlequin MaskParkour

Cinder Step

Level 8

Whenever you willingly move, you can teleport. When you teleport this way, it counts as using a shadow ability for the purpose of using your Burning Ash and Trail of Cinders features.

Parkour

Level 8

Your movement no longer provokes opportunity attacks. Additionally, you can use your Harlequin Gambit feature as a free triggered action when a creature is reduced to 0 Stamina by your Clever Trick ability.

Time Bomb

Level 8

You have damage immunity against area abilities and effects equal to your Agility score. You also have the following ability, which you can use once per round on your turn.

f
Maneuver

Time Bomb

The longer it cooks, the bigger the boom.

AreaRanged
Distance
2 cube within 10
Targets
Each enemy in the area
Effect

Each target takes acid, fire, or poison damage (your choice) equal to your Agility score.

For each combat round that has passed since this ability was last used in the current encounter, the area increases by 1 and you gain 1 surge that must be used with this ability. After using the ability or at the end of the encounter, its area and surges are reset.

Spend 2+ InsightFor every 2 insight spent, you increase the cube's size by 1 and gain 1 surge that can be used only with this ability.

11-Insight Ability

*
Shadow Feature

11-Insight Ability

Level 8

Choose one heroic ability from the following options, each of which costs 11 insight to use.

l
Main Action

Assassinate

A practiced attack will instantly kill an already weakened foe.

Distance
Targets
One creature or object
Power Roll +Agility
!12 + A damage
@18 + A damage
#24 + A damage
Effect

A target who is not a minion, leader, or solo creature and who is winded after taking this damage is reduced to 0 Stamina.

l
Main Action

Shadowgrasp

The shadows around you give way, allowing the shadow creature within you to grasp at your foes.

AreaMagic
Distance
Targets
Each enemy in the area
Power Roll +Agility
!11 corruption damage; A < WEAK, restrained (save ends)
@16 corruption damage; A < AVERAGE, restrained (save ends)
#21 corruption damage; A < STRONG, restrained (save ends)
l
Main Action

They Always Line Up

You fire a projectile so fast that it passes through a line of foes, hamstringing them.

AreaRangedWeapon
Distance
5 x 1 line within 5
Targets
Each enemy in the area
Power Roll +Agility
!12 damage; M < WEAK, slowed (save ends)
@18 damage; M < AVERAGE, slowed (save ends)
#24 damage; M < STRONG, slowed (save ends)

9th-Level Features

As a 9th-level shadow, you gain the following features.

Gloom Squad

*
Shadow Feature

Gloom Squad

Level 9

At the start of each of your turns, you can forgo gaining insight to create 1d6 clones of yourself in unoccupied adjacent spaces. A clone acts on your turn and uses your statistics, except they have 1 Stamina. They are affected by any conditions and effects on you, and last until the start of your next turn. A clone doesn't have insight and can't use the Careful Observation ability, the Umbral Form feature, or any triggered actions. On their turn, a clone has a move action, a maneuver, and a main action that they can use only to make a free strike. While making a free strike, a clone must choose targets that you or another clone aren't also striking.

Outside of combat, you can have one clone active for every 2 Victories you have. If a clone is destroyed, you must wait 1 hour before creating another one.

9th-Level College Ability

*
Shadow Feature

9th-Level College Ability

Level 9

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

9th-Level Black Ash Abilities

Choose one of the following abilities.

l
Main Action

Cacophony of Cinders

You tumble through the battle, stabbing foes and teleporting allies.

MagicMeleeWeapon
Distance
Self; see below
Targets
Self
Power Roll +Agility
!An enemy takes 6 damage; an ally can teleport up to 3 squares.
@An enemy takes 10 damage; an ally can teleport up to 5 squares.
#An enemy takes 14 damage; an ally can teleport up to 7 squares.
Effect

You shift up to twice your speed, making one power roll that targets each creature you come adjacent to during the shift.

l
Main Action

Demon Door

You create a temporary portal to allow a massive demonic hand to reach through.

MagicMeleeStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!13 + A corruption damage; push 3
@18 + A corruption damage; push 5
#25 + A corruption damage; push 7
Effect

On a critical hit, the target is grabbed by the demon and pulled through the portal before it closes, never to be seen again.

9th-Level Caustic Alchemy Abilities

Choose one of the following abilities.

l
Main Action

Chain Reaction

One explosion, an offense. Three explosions, an assault. Nine explosions, a celebration.

Distance
Targets
One creature or object
Power Roll +Agility
!7 damage
@10 damage
#15 damage
Effect

Each enemy within 3 squares of the target who is not currently targeted by this ability also becomes targeted by this ability. This effect continues until there are no more available targets. The ability deals acid, fire, or poison damage (your choice).

l
Main Action

To the Stars

You attach your most potent explosive to your foe. Under less pressing circumstances, you're sure you could launch them into orbit.

Distance
Melee 1 or ranged 10
Targets
One creature or object
Power Roll +Agility
!4 + A fire damage; vertical push 8
@7 + A fire damage; vertical push 10
#11 + A fire damage; vertical push 15
Effect

The ground beneath a 3-cube area around the target's starting position is difficult terrain.

9th-Level Harlequin Mask Abilities

Choose one of the following abilities.

f
Maneuver

I Am You

Your mask reflects your foe's face. Surely they won't need it much longer.

MagicRanged
Distance
Targets
One creature
Effect

Until the end of the encounter, you gain the target's damage immunities and speed (if they are better than yours), and can use any types of movement they can use. You can also use the target's signature ability, using their bonus for the power roll.

l
Main Action

It Was Me All Along

After everything you've been through together, you twist the blade and make the pain extra personal.

Distance
Targets
One creature or object
Power Roll +Agility
!15 + A damage
@21 + A damage
#28 + A damage
Effect

If you are disguised as a creature the target knew using your I'm No Threat ability, this ability deals extra damage equal to three times your Agility score.

10th-Level Features

As a 10th-level shadow, you gain the following features.

Characteristic Increase

*
Shadow Feature

Characteristic Increase

Level 10

Your Agility score increases to 5. Additionally, you can increase one of your characteristic scores by 1, to a maximum of 5.

Death Pool

*
Shadow Feature

Death Pool

Level 10

The first time each combat round that you deal damage incorporating 1 or more surges, you gain 3 insight instead of 2.

Perk

*
Shadow Feature

Perk

Level 10

You gain one perk of your choice.

Skill

*
Shadow Feature

Skill

Level 10

You gain one skill of your choice.

Careful Observation Improvement

*
Shadow Feature

Careful Observation Improvement

Level 10

You can target three creatures simultaneously with your Careful Observation ability.

Improved Umbral Form

*
Shadow Feature

Improved Umbral Form

Level 10

You gain full control over the shadow creature you become with your Umbral Form feature, and you can end the transformation at will (no action required). Additionally, you are always wreathed in darkness that grants you concealment while in this form, and creatures no longer gain an edge on strikes against you.

While you are in your umbral form, you can spend 1 uninterrupted minute concentrating on a location where you've been before. At the end of that minute, you and each willing creature of your choice within 10 squares of you can teleport to unoccupied spaces of your choice within that location. Each creature who teleports this way is invisible for 1 hour or until they use an ability.

Subterfuge

*
Shadow Feature

Subterfuge

Level 10

You have an epic resource called subterfuge. Each time you finish a respite, you gain subterfuge equal to the XP you gain. You can spend subterfuge on your abilities as if it were insight.

Additionally, you can spend subterfuge to take additional maneuvers on your turn. You can use one maneuver for each subterfuge you spend.

Subterfuge remains until you spend it.

Source: Draw Steel: Heroes · printing 1.01b