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Umbral

Umbrals, also called shadow genasi and ghostbloods, are created by the grim influence of the Howling Void. Only half-alive, many umbrals are haunted, hollow-eyed, and prone to cryptic speech. Although they can be found everywhere, their bloodline is a comparatively rare one. Most umbrals hail from splinters close to the Howling Void.   Some umbrals have skin in bruised, nocturnal shades—grays, purples, deep blues—while others are unnaturally pale and wan. Some are hollow-eyed, or painfully thin, and some have eyes that glow with a flickering, ghostly light. Others still appear perfectly normal, at least until they open their mouths.  
umbral traits:
  • Bloodline Magic (1/2/3). You can take this trait up to three times; each time you do, you gain access to a new “tier” of spells, as detailed below. Wisdom is your spellcasting ability for these spells.
    1. You know the chill touch cantrip.
    2. Starting at 3rd level, you can cast cause fear as a 1st-level spell once per long rest.
    3. Starting at 5th level, you can cast speak with dead as a 3rd-level spell once per long rest.
  • Damage Resistance (1/2). Choose either necrotic damage or psychic damage. You have resistance to the chosen damage type. You can take this trait twice to gain resistance to both damage types.
  • Darkvision (1). You can see in dim light within 60 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.
  • Dead-Eyed (2). You have advantage on saving throws made to avoid or end the frightened condition on yourself.
  • Ethereal Attunement (3). Starting at 3rd level, you can use your bonus action to become partially incorporeal. This transformation lasts for 1 minute or until you use a bonus action to end it. While in this state, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. In addition, you can see ghosts and spirits that are within 60 feet of you, and you can communicate and interact freely with such creatures. You can’t use this trait again until you finish a long rest.
  • Wyrd Knowledge (2). When you make an ability check or skill check based on either Intelligence or Wisdom, you can reroll the check. You must choose to do so before the results of the check are revealed, and you must take the second roll even if it is worse. You can’t use this trait again until you finish a long rest.

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