Umbra
Max 2Umbra is stolen darkness held in the body of a Shadowdancer. It fuels martial techniques (Dusk Strike, Shadow Grip, Cloak of the Unseen, Sever the Light, Between All Shadows) and transformations (Shadowform, Shadow Double, Umbral Flight, Devouring Dark, Deep Shadow, Sovereign of Night). Because both categories draw from the same pool, a Shadowdancer can rarely both transform and strike hard in the same turn, which is the class's central tactical tension.
- Reset
- Regain all expended Umbra when you finish a Short or Long Rest.
- Spending
- Umbra is spent when you use a martial ability or transformation that lists an Umbra cost: Dusk Strike 1, Whisper of Warning 1, Mirror Twin 1 (2 for three duplicates at 10th level), Shadow Grip 2, Cloak of the Unseen 2, Shadowform 3, Shadow Double 3, Umbral Flight 3, Feast of Shadows 3, Devouring Dark 4, Sever the Light 4, Deep Shadow 5, Between All Shadows 5, Sovereign of Night 6. You cannot spend Umbra you do not have. Spending is not an action in itself; the Umbra cost is paid as part of the ability's listed action. Umbra maximum equals 2 + one-half your Shadowdancer level (rounded down): 2 at levels 1, 3 at 2-3, 4 at 4-5, 5 at 6-7, 6 at 8-9, 7 at 10-11, 8 at 12-13, 9 at 14-15, 10 at 16-17, 11 at 18-19, and 12 at 20.
- Recovery
- You regain all expended Umbra when you finish a Short or Long Rest. Starting at 7th level (Shadow Well), if you start your turn in dim light or darkness and have fewer than half your maximum Umbra (rounded up), you regain 1 Umbra. Starting at 18th level (Perfect Umbra), when you roll Initiative and have fewer than half your maximum Umbra (rounded up), you regain Umbra equal to half your maximum (rounded up). Umbra is never regained by casting spells or by damaging creatures, except through the Path of the Devouring Dark's Drink the Light and Gorge features.