← Back to classes

Class record

Shadowbringer

Support / Utility

Tier
3
Difficulty
2 / 5
Main role
Support
Secondary role
Utility

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Shadow Thief mastered

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Stealth, Deception, Roguecraft, Perception, Insight, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Cunning.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

-

Tactical guidance

Playing Shadowbringer

-

Shadowbringer

Class features

Abilities unlocked

Complete rules for every ability granted by Shadowbringer.

Key ability

Shared Darkness

Class feature

Benefit 1

The range of your darkvision increases by 60ft.

Benefit 2

You may use Darkvision.

2 AP2 MP
Range
40ft

You jump into a target’s shadow. If you were hidden before using this ability, you remain hidden inside the shadow. Else, the target or any other enemy may attack the shadow as if they were attacking you. If you take damage, you are forced out. While you’re inside the shadow, you travel with the target when it moves, including if it teleports, but cannot take actions other than exiting it.

You may exit the shadow willingly for 0 RP. When you exit it, if you were hidden, your next basic attack that turn against the target whose shadow you were hiding in gains Full Pierce.

Requirements

Must be day.

Ability

Darkness

2 AP3 MP
Range
40ft

You conjure a 15x15ft area of pure darkness within range. The darkness blocks line of sight. Targets inside of or within 5ft of the Darkness can only see up to 5ft into or out of Darkness. In addition, any targets within the Darkness that do not have Darkvision or a similar ability that lets them see in darkness are considered Blinded 2 (nightvision does not apply).

This lasts for up to 10 minutes and you may end this effect for 0 AP.

The mana cost of this ability is reduced by 2 during the night.

1 RP1 MP
Keywords
Stealth

You take the Dodge action against the triggering attack. You remove Lock-On from this attack and treat your Dodge as 99 against it.

Requirements

You become the target of an attack. Can only be used during the night.