Shade/Player Guide

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This is a beginner-friendly guide for playing Shade. For full character details, see Shade.

Overview

Role in the Party: Support Caster, Skill Expert & Battlefield Controller

Core Strengths:

  • Best support character - buffs allies and debuffs enemies
  • Largest skill list in the game with Jack of All Trades
  • Bardic Inspiration empowers allies
  • Cutting Words protects allies and disrupts enemies
  • Extensive spell list focused on control and utility
  • Extremely versatile - can handle almost any non-combat situation

Key Stats to Know:

  • AC: ~14 (light armor + Dex)
  • HP: ~44 (relatively fragile - stay at range)
  • Spell Save DC: ~15 (enemies roll vs this for your spells)
  • Spell Attack Bonus: +7 (when you need to roll to hit with spells)
  • Bardic Inspiration: d8 (can give to allies, 4 uses per long rest)
  • Spell Slots: 4/3/3/1 (1st through 4th level)

COMBAT - What Can I Do On My Turn?

Your Turn (Main Action)

1. Cast a Spell (Your Primary Role)

Control Spells (Disable Enemies):

  • Faerie Fire (1st) - 20-ft cube, outline enemies in light, attacks vs them have advantage
  • Tasha's Hideous Laughter (1st) - Incapacitate one enemy, falls prone laughing (Wis save each turn)
  • Hold Person (2nd) - Paralyze one humanoid (auto-crit on melee attacks vs them!)
  • Phantasmal Force (2nd) - Create illusion in creature's mind, 1d6 psychic/turn + behavior control
  • Hypnotic Pattern (3rd) - 30-ft cube, charm creatures, incapacitated (Wis save to resist)
  • Fear (3rd) - 30-ft cone, frighten creatures, must flee (Wis save)
  • Polymorph (4th) - Transform creature into beast (massive control or healing)

Support Spells (Help Allies):

  • Bless (1st) - 3 creatures get +1d4 to attacks and saves for 1 minute
  • Cure Wounds (1st) - Heal 1d8+4
  • Healing Word (1st, bonus action) - Heal 1d4+4 at range (60 ft)
  • Invisibility (2nd) - Make ally invisible until they attack
  • Lesser Restoration (2nd) - Cure disease or condition (blinded, deafened, paralyzed, poisoned)
  • Enhance Ability (2nd) - Give ally advantage on ability checks for 1 hour

Offensive Spells:

  • Vicious Mockery (cantrip) - 2d4 psychic + disadvantage on next attack (Wis save)
  • Dissonant Whispers (1st) - 3d6 psychic, target must flee (Wis save), provokes opportunity attacks
  • Heat Metal (2nd) - 2d8 fire damage + disadvantage on attacks (if holding metal weapon/armor)
  • Shatter (2nd) - 10-ft sphere, 3d8 thunder damage (Con save)
  • Fireball (3rd) - 20-ft sphere, 8d6 fire damage (Dex save) - LEARNED FROM LORE COLLEGE
  • Counterspell (3rd) - Cancel enemy spell (LEARNED FROM LORE COLLEGE)

Utility Spells:

  • Detect Magic (1st, ritual) - See magical auras within 30 feet
  • Identify (1st, ritual) - Learn properties of magic item
  • Comprehend Languages (1st, ritual) - Understand any language
  • Tongues (3rd) - Understand and speak any language for 1 hour
  • Sending (3rd) - Send 25-word message to anyone, anywhere

Tiefling Racial Spells (No Spell Slots):

  • Thaumaturgy (cantrip) - Minor magical effects for dramatic flair
  • Hellish Rebuke (1/long rest) - When damaged, reaction to deal 2d10 fire damage
  • Darkness (1/long rest) - Create magical darkness in 15-ft radius

2. Weapon Attack (Generally Avoid This)

  • Rapier: +6 to hit, 1d8+3 piercing
  • Hand Crossbow: +6 to hit, 1d6+3 piercing, range 30/120 ft
  • Usually better to cast a spell - your weapon damage is weak compared to your spells

Bonus Actions

  • Bardic Inspiration: Give an ally a d8 they can add to an attack, ability check, or save (4/long rest)
  • Healing Word: Heal an ally at range for 1d4+4 (doesn't waste your action)
  • Transfer Bardic Inspiration: Give it to a different ally if needed

Reactions

  • Cutting Words: When enemy attacks or makes ability check, subtract 1d8 from their roll (4/long rest)
  • Opportunity Attack: When enemy leaves your reach (rare for you)
  • Hellish Rebuke: When damaged, deal 2d10 fire to attacker (1/long rest, racial)
  • Counterspell: Cancel an enemy spell (if you prepared/learned it)

Passive Abilities (Always On)

  • Jack of All Trades: Add half proficiency (+1) to any ability check you're not proficient in
  • Song of Rest: During short rest, allies heal extra 1d8 HP when using Hit Dice
  • Bardic Inspiration (d8): Can inspire allies to add d8 to their rolls
  • Cutting Words (d8): Can subtract d8 from enemy rolls
  • Additional Magical Secrets: You know spells from ANY class (Fireball, Counterspell, etc.)
  • Expertise: Double proficiency in 4 skills of your choice

SOCIAL SITUATIONS - How Can I Interact?

Skill Proficiencies (Bards have the most):

Likely Expertise Skills (double proficiency, ~+9):

  • Deception: Lying, disguises, misdirection
  • Persuasion: Diplomacy, negotiation, inspiring others
  • Performance: Entertaining, distracting, impressing
  • Insight: Reading people, detecting lies

Other Proficiency Skills (~+5-7):

  • Intimidation: Threats, commanding presence
  • Stealth: Sneaking and hiding
  • Investigation: Searching and analyzing
  • Perception: Spotting hidden things
  • Arcana: Knowledge of magic
  • History: Knowledge of historical events
  • Religion: Knowledge of gods and religious practices

Jack of All Trades (~+1 to everything else):

  • Even skills you don't have proficiency in get +1 bonus
  • You can attempt ANY skill check with reasonable success

Special Abilities:

  • Bardic Inspiration: Give allies bonuses during social encounters
  • Comprehend Languages: Understand any language (ritual)
  • Tongues: Speak and understand any language for 1 hour
  • Detect Thoughts: Read surface thoughts or probe deeper (if you learned it)
  • Suggestion: Magically suggest a course of action (if you learned it)
  • Thaumaturgy (Tiefling): Create minor magical effects for dramatic intimidation/persuasion

Roleplay Strengths:

  • Master manipulator and negotiator
  • Can talk your way out of almost anything
  • Zhentarim member - connections to mercenaries and shadow network
  • Tiefling heritage - used to prejudice, can use intimidation or sympathy
  • Entertainer background - charismatic and engaging

EXPLORATION - How Can I Help Outside Combat?

Skills for Exploration:

  • Perception: +5-7 (spotting hidden things, traps, ambushes)
  • Investigation: +5-7 (searching rooms, finding clues)
  • Stealth: +5 (sneaking, though not as good as Gootcha)
  • Jack of All Trades: +1 to any skill check you're not proficient in

Special Abilities:

  • Expertise in 4 Skills: Whatever skills you chose, you're the BEST at them
  • Ritual Casting: Cast ritual spells without using spell slots
  • Darkvision: See in darkness (60 feet, Tiefling racial)
  • Hellish Resistance: Resistance to fire damage

Utility Spells:

  • Detect Magic (ritual) - Find magical auras, identify magical traps
  • Identify (ritual) - Learn magic item properties
  • Comprehend Languages (ritual) - Understand any written or spoken language
  • Invisibility - Scout or infiltrate unseen
  • Enhance Ability - Give yourself or ally advantage on ability checks for 1 hour
  • Tongues - Communicate with anyone
  • Sending - Contact allies or NPCs anywhere in the world
  • Locate Object (if you learned it) - Find specific objects

Movement:

  • Speed: 30 feet per turn
  • Hellish Resistance: Resistance to fire damage (survive fire traps better)

Other Abilities:

  • Song of Rest: Party heals extra 1d8 HP during short rests (great for dungeon delving)
  • Lore Master: You can prepare ANY spell from ANY class - extreme versatility

RESOURCE MANAGEMENT

Resource Total Available Recharges On
Spell Slots (1st) 4 slots Long Rest
Spell Slots (2nd) 3 slots Long Rest
Spell Slots (3rd) 3 slots Long Rest
Spell Slots (4th) 1 slot Long Rest
Bardic Inspiration 4 uses (Cha mod) Long Rest
Cutting Words 4 uses (Cha mod) Long Rest
Hellish Rebuke 1 use Long Rest
Darkness 1 use Long Rest

Important Notes:

  • Bardic Inspiration and Cutting Words share the same resource pool (Charisma modifier)
  • You can use both in the same combat, but total uses = 4 per long rest
  • Ritual spells don't use spell slots - use them freely
  • Song of Rest costs nothing - always active during short rests
  • Your concentration is precious - choose concentration spells wisely

COMMON TACTICS

1. The Controller (Shutdown Priority Targets)

  • Identify biggest threat (boss, spellcaster, dangerous melee)
  • Cast Hold Person (paralyze) or Hypnotic Pattern (incapacitate)
  • Use Cutting Words to disrupt their saves or attacks
  • Why: Removing one enemy from combat is often better than damage
  • Remember: Paralyzed enemies auto-fail Str/Dex saves and melee attacks auto-crit!

2. The Force Multiplier (Make Allies Stronger)

  • Before combat: Cast Bless on 3 melee allies (+1d4 to attacks and saves)
  • Round 1: Cast Faerie Fire to give everyone advantage on attacks
  • Give Bardic Inspiration to allies before they make important rolls
  • Use Cutting Words to protect allies from big hits
  • Why: Making 6 allies stronger is better than you alone being strong

3. The Debuffer (Weaken Enemies)

  • Cast Vicious Mockery every turn (cantrip = free) - psychic damage + disadvantage on next attack
  • Use Cutting Words to reduce enemy attack rolls by 1d8
  • Cast Heat Metal on armored/armed enemies (2d8 fire + disadvantage on attacks)
  • Why: Reducing enemy effectiveness protects whole party

4. The Emergency Healer (Keep Allies Alive)

  • Save spell slots for Healing Word (bonus action)
  • When ally drops to 0 HP, use Healing Word to bring them back up instantly
  • Don't waste actions on healing - use bonus action Healing Word instead
  • Why: Getting an ally back in the fight is more valuable than damage

5. The Infiltrator (Social/Stealth Solutions)

  • Before sneaking: Cast Invisibility on yourself or an ally
  • During negotiation: Use Charm Person or Suggestion to influence NPCs
  • If caught: Use Detect Thoughts to read intentions, or Tongues to communicate
  • Why: Avoid combat entirely through social skills and magic

6. The Artillery Support (Rare Damage Role)

  • When control isn't needed and allies are healthy:
  • Cast Fireball (8d6 damage, 20-ft radius) - MASSIVE AoE damage
  • Cast Shatter or Heat Metal for consistent damage
  • Use Vicious Mockery as cantrip filler
  • Why: You CAN deal damage when needed, but it's not your primary role

QUICK REFERENCE

On Your Turn, Usually Do One Of These:

  1. Cast control spell (Hold Person, Hypnotic Pattern, Fear) to disable enemies
  2. Cast Faerie Fire or Bless to buff allies
  3. Cast Vicious Mockery (cantrip) for damage + disadvantage on enemy attack
  4. Use Healing Word (bonus action) + cast offensive spell (action)
  5. Give Bardic Inspiration (bonus action) + cast spell (action)

Bonus Action Options (Pick One Per Turn):

  • Bardic Inspiration: Give ally d8 to add to roll (4/long rest)
  • Healing Word: Heal ally 1d4+4 at range
  • (Usually use Bardic Inspiration before combat, Healing Word during combat)

Reaction Options:

  • Cutting Words: Subtract d8 from enemy attack/check (4/long rest) - **USE THIS OFTEN**
  • Counterspell: Cancel enemy spell (if you learned it)
  • Hellish Rebuke: Deal 2d10 fire when damaged (1/long rest)

Best Spell Preparation Strategy:

  • Always prepare: Healing Word, Faerie Fire, Hold Person, Hypnotic Pattern
  • Control: Fear, Phantasmal Force, Polymorph
  • Support: Bless, Lesser Restoration, Enhance Ability
  • Damage (when needed): Fireball, Shatter, Dissonant Whispers
  • Utility: Detect Magic, Comprehend Languages, Tongues, Invisibility

Concentration Spell Priority (Choose Wisely): 1. **Hypnotic Pattern** - Incapacitate multiple enemies (HUGE) 2. **Faerie Fire** - Give party advantage on attacks 3. **Hold Person** - Paralyze key enemy (auto-crit for melee allies) 4. **Bless** - +1d4 to 3 allies' attacks and saves 5. **Heat Metal** - Sustained damage + disadvantage on attacks

Remember:

  • You are a SUPPORT character - your job is to make allies stronger and enemies weaker
  • Bardic Inspiration and Cutting Words both use the same pool (4 uses total)
  • Give Bardic Inspiration BEFORE allies roll, use Cutting Words AFTER enemies roll
  • Healing Word is a BONUS ACTION - you can still cast a spell with your action
  • **NEVER use your action to heal** unless it's a big Cure Wounds (use Healing Word instead)
  • You can use Cutting Words on ABILITY CHECKS too, not just attacks (great vs enemy grapples, shoves, Counterspells)
  • Jack of All Trades means you're decent at EVERYTHING (+1 minimum)
  • Ritual casting saves spell slots - use it for Detect Magic, Comprehend Languages, Identify
  • Your Expertise skills are likely +9 or higher - USE THEM in social situations
  • Counterspell can save lives - interrupt enemy Fireball or Hold Person
  • Song of Rest gives free healing during short rests (passive, always on)

Bardic Inspiration Tips:

  • Give to allies who are about to make important rolls (attacks on bosses, key saves, crucial ability checks)
  • They can use it AFTER seeing the roll but BEFORE knowing success/failure
  • Don't waste on minor rolls - save for critical moments
  • Remind allies they have it - they might forget!

Cutting Words Tips:

  • Use on enemy attacks that would hit your squishy allies (casters, you)
  • Use on enemy saves to make your control spells stick (enemy rolling vs your Hold Person)
  • Use on enemy ability checks (Counterspell check, grapple attempts, shove attempts)
  • You decide to use it AFTER seeing the roll - perfect for "that would hit" moments

Combat Priority: 1. Control dangerous enemies (Hold Person, Hypnotic Pattern, Fear) 2. Buff allies (Faerie Fire, Bless, Bardic Inspiration) 3. Protect allies (Cutting Words, Healing Word when they drop) 4. Debuff enemies (Vicious Mockery, Heat Metal) 5. Deal damage (Fireball, Shatter) - only when nothing else is needed