Realms of Chaos
First Post
Alternate Class Abilities:
Bolster Shadow
Although most bards try to inspire competence in their companions. Some bards, however, decide that keeping their compatriots alive is of greater importance.
Class: Bard
Level: 3rd
Replaces: A bard taking this ability does not gain the inspire competence ability.
Benefit: A bard with this ability and 6 or more ranks in a Perform skill can use his music or poetics to bolster a companion’s shadow. The ally must be within 30 feet of bard and must be able to hear the bard but need not actually be able to see him. The bard needs neither line of sight nor line of effect to bolster an ally’s shadow. The ally gains temporary hit points equal to the highest number of ranks that that bard possesses in any Perform skill. In addition, they also gain cold resistance equal to half of the remaining amount of temporary hit points from this ability. Unlike most temporary hit points, temporary hit points from this ability do not stack with temporary hit points from any other source, and if they receive a greater amount of temporary hit points from another source, the cold resistance fades. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes, and two rounds after the last temporary hit point is lost or the bard stops concentrating, the target becomes sickened for the remainder of the encounter. The bard may not bolster their own shadow with this ability and may not bolster an ally more than once per day.
Cave Warden
As strange as the concept may sound after watching shadow magic, shadow is indeed a part of the natural world. This is perhaps realized in no place more than the numerous caves across the world. The Druids who take it upon themselves to guard these areas are granted with seemingly unnatural abilities.
Class: Druid
Level: 4th
Replaces: This alternate class feature replaces the standard druid’s resist nature’s lure ability, in addition to their ability to wild shape into fire, water, earth, and air elementals.
Benefit: You gain darkvision out to 60 feet, or your existing darkvision is extended by 60 feet.
At 16th level, you gain the ability to wild shape into a small, medium, large, or huge shadow elemental once per day. At 20th level, you gain the ability to wild shape into an elder shadow elemental and can enter their elemental form twice per day. At In all other ways, this functions as standard druid’s ability to wild shape into elementals.
Cursed Shadow
A Hexblade wields curses as weapon. By wielding the power of shadows, their power seems to become even more alien than it was before.
Class: Hexblade
Level: 10th
Replaces: A Hexblade with this alternate ability does not cast spells.
Benefit: At 10th level and every level afterwards, the Hexblade learns an apprentice mystery, which they cast as an arcane spell, using their charisma score to determine both is they can cast a mystery of a certain level and to determine their mystery’s spell DCs.
Dark Heritage
A Warlock often receives their power from various diabolic sources. Some lend unholy resilience. Others lend the power of shadows itself.
Class: Warlock
Level: 1st
Replaces: A Warlock with this alternate ability does not gain the fiendish resilience ability or the energy resistance ability.
Benefit:
The Warlock adds hide and move silently to their list of class skills.
At 3rd level, the Warlock gains Cold Resistance 1, which increases by an additional point every 4 levels.
At 8th level, a Warlock can see through darkness as easily as light.
At 13th level, a Warlock can take 10 on hide checks, even when under stress.
At 18th level, a Warlock can make hide checks even without cover or while observed, so long as they are at least in shadowy illumination.
Devout Heretic
Although they are reviled for the way in which they do so, some Cultists who worship gods gain some of their divine power.
Class:Cultist
Special Requirement: Must worship a real deity
Level: 1st
Replaces: This alternate class feature replaces the fundamental normally gained at first level.
Benefit: You gain the granted abilities of two domains offered by the deity you worship.
Ebon Sage:
A Shadowcaster is, through their methods, a counterpoint to the wizard, gaining what it has not and losing some of what it has. Some Shadowcasters choose to emulate wizards, providing a more balanced array of abilities.
Class: Shadowcaster
Levels: 1st, 3rd,4th,8th,11th,12th,14th,16th,20th
Replaces: If you select this class feature, you do not gain extra fundamentals at 4th level and every 4 levels afterwards, you do not gain the umbral sight ability, you do not gain unlimited use of fundamentals at 14th level, you do not gain bonus feats, and you must spend 1 hour each day to gain back your mysteries.
Benefit: at 1st level, You gain Shadow Tome (see above) as a bonus feat and add all knowledge skills to your list of class skills.
At 3rd level, you gain shadow familiar as a bonus feat.
At 4th and 8th levels, you learn any single 0-level arcane spell. You may use it three times each day as an arcane spell, following all normal rules (including needed components). It is regained along with the other mysteries.
At 11th level, you gain any metashadow or item creation feat that you qualify for.
At 12th and 16th levels, you learn any single 1st-level arcane spell. You may use it three times per day as an arcane spell. In addition, at 12th level, all previously chosen 0-level spells become spell-like abilities.
At 14th level, you gain an extra daily use of all fundamentals and arcane spells learned by virtue of the Shadowcaster class. This applies both to ones gained in the future and those already gained.
At 20th level, you learn any single 2nd-level arcane spell. You may use it three times each day as an arcane spell. In addition, all previously learned 0-level spells become supernatural abilities and all 1st-level spells become spell-like abilities.
Escalating Shadows
Some shadowcasters, through unorthodox training, learn their art as an irreversible series of steps and progressions, rather than focusing on paths alone.
Class: Shadowcaster
Level: 1st
Replaces: You do not gain bonus feats or bonus fundamentals.
Benefit: You do not need to learn paths in order. The maximum level of mystery you can learn is equal to 1/2 of your character level. Once you take a mystery of a higher spell level, you may no longer select any mystery of lower spell levels.
In addition, rather than being able to use each mystery a certain number of times per day, you may cast mysteries of each spell level equal to twice the number of mysteries of that spell level known.
Lastly, your shadow moves more subtly when you cast mysteries, increasing the spot check DC to 20.
Haunted
Some users of Shadow Magic seem off. Although no one can identify anything wrong with them, something not quite natural seems to play across their features. This effect is a mistake, an enlargement of their shadow. This mistake, however, is useful to some.
Class: Shadowcaster or Cultist
Level: 1st
Replaces: Nothing.
Benefit: You emanate an aura of uneasiness out to 10 feet. All creatures within this aura take a –2 penalty on will saves against fear effects and all animals within range become one category closer to hostile towards you.
It takes only a dc 10 spot check to notice the movement of your shadow during shadowcasting.
You take a –2 penalty on Charisma-based checks except intimidate checks, with which you gain a +2 bonus.
Logical Mystery:
As a Shadowcaster continues along their path, their mysteries become more natural to them, allowing them more ease with their casting. At no point, however, do these mysteries become more natural to the outside world, however. Some Shadowcasters, wanting to surpass mundane magic in one more aspect, have worked to make their mysteries a part of the natural world, although doing so has slowed their progress.
Class: Shadowcaster
Level: 3rd
Replaces: If you select this class feature, you do not learn a new mystery at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th levels.
Benefit: At each of the indicated levels, choose one mystery (including fundamentals) that you use as a Supernatural ability. You gain an extra daily use of that ability and can use it as an extraordinary ability, meaning that it can function even in antimagic zones and dead magic areas. Furthermore, the save dc (if any) of that mystery changes to 10 + 1/2 your class level + your charisma modifier. The Favored Mystery Feat still grants extra uses as if it were a supernatural ability.
Patron’s Weapon
Most Cultists try to refine and practice their art in silence, away from those who would oppress them. Some more proactive Cultists take the fight to their enemy to display their prowess.
Class: Cultist
Level: 2nd
Replaces: You do not gain the Patron’s Gift or Shadow Guardian abilities.
Benefit: As a full-round action, you may summon a melee weapon formed from shadows. Although the form of the weapon is decided as it is formed, it always has the same statistics (1d8+Str mod/19-20). The weapon is instantly destroyed the moment that it leaves your hands, making it unsuitable as a throwing weapon. If destroyed, a new one can be formed as a full-round action. You gain a +1 bonus on attack and damage rolls made with the shadow weapon for every four class levels you possess.
Once per day, plus once per day for every five class levels you possess, you may make a single attack with the shadow weapon as a full-round action, treating the attack as a touch attack. If it hits, all mysteries cast by you within the next round are treated as spell-like abilities if they would otherwise be treated as spells or as supernatural abilities if they would otherwise be treated as spell-like abilities. Mysteries that would be cast as supernatural abilities (such as through the favored mystery feat) gain no benefits.
This weapon is a supernatural ability, and is suppressed in the area of an antimagic field.
Shadow Acolyte
Some clerics, worshipping gods of night, shadow, and darkness may end up with a certain amount of control over shadows.
Class: Cleric
Level: 1st
Special Requirement: The Cleric’s patron deity must have night, shadow, or darkness in their portfolio.
Replaces: This alternate class feature replaces the standard cleric’s ability to turn or rebuke undead.
Benefit: a number of times per day equal to your charisma modifier (minimum 1/day), you may use any fundamental of shadow as a supernatural ability. They use their charisma modifier to determine mystery DCs.
Note: At the DM’s discretion, patron deities with additional aspects in their portfolios may provide this ability.
Shadow Annul
Shadowcasters and Illusionists often end up drawing from overlapping sources of power. As such, they gain the unique ability to counterspell each other more efficiently.
Class:Shadowcaster or Wizard
Level: 1st
Requirements: A wizard taking this ability must be a specialist illusionist.
Replaces: A wizard taking this ability does not gain scribe scroll or a familiar.
A shadowcaster taking this ability only starts with one fundamental known.
Benefit: Wizards taking this ability can counterspell shadow magic with no penalty. Shadowcasters taking this ability can counterspell spells with no penalty.
In addition, regardless of class, anyone with this alternate ability gains improved counterspell as a bonus feat.
Shadow Blood
Sorcerers have inherited their power from dragons, celestials, or fiends, making one think that they are unrelated to shadow. However, every now and then, a sorcerer’s shadow magic leaks into their veins, tainting the blood that has granted them magic.
Class: Sorcerer
Level: 1st
Replaces: a sorcerer with this alternate class feature cannot learn spells with the [light] or [fire] descriptors, and may not use the energy substitution or energy admixture feats to deal fire damage. In addition, they may not exchange spells known at 12th level and every even level afterwards.
Benefit: add hide and move silently to your list of class skills.
At 4th level, your familiar (as well as all future familiars) gains the dark template.
At 8th level, you gain concealment in any condition other than bright light.
At 12th level, you gain cold resistance 10.
At 16th level, you gain the hide in plain sight class feature.
At 20th level, you learn any spell of your choice from the shadow subschool.
Shadow Specialization
A Wizard spends much time studying various types of magic. It is natural that some would choose to specialize in shadow magic.
Class: Wizard
Level: 1st
Replaces: This alternate class feature replaces the standard wizard’s ability to specialize in a school of magic. In addition, this replaces their ability to cast 0-level spells.
Benefit: you gain a bonus spell slot per spell level that can only be used to prepare spells with the shadow subschool.
In addition, instead of learning cantrips, choose 2 fundamentals of shadow. You may use each one 3/day as a spell-like ability. They use their intelligence to determine mystery DCs. You may later choose to learn cantrips by spending your new spells learned at each level or by scribing them from scrolls.
Shadowy Stunt
Rogues hide within the shadows for most of their careers. Some develop a special affinity with it, imitating feats normally reserved for Cultists and Shadowcasters
Class: Rogue
Special Requirement: Knowledge (the planes) 5 ranks
Level: 10th,13th,16, or 19th
Replaces: This alternate class feature replaces the special ability gained at each level that it is taken.
Benefit: The Rogue selects any Fundamental of Shadow or Apprentice Mystery and can cast it as a shadowcaster with a caster level of 1/2 the rogue’s class level, so long as their intelligence score is at least 10+the mystery’s level. The save dc of the mystery is determined by the Rogues Charisma modifier.
Tainted Shadowcaster
A Shadowcaster uses dark and mysterious powers. Some wander too far in their studies, becoming depraved and warped creatures.
Class: Shadowcaster
Level: 1st
Replaces: Any bonus feats gained through high taint must be used to acquire a metashadow feat.
Benefit: you gain tainted shadowcaster as a bonus feat and immediately gain one point of depravity and corruption. In addition, all mysteries you cast gain the evil descriptor.
Whenever you gain a level in Shadowcaster, you gain an additional point of depravity and corruption.
Umbral Trickery:
Some bards tell tall tales of shadows used as a source of alien magic. Some bards are part of those stories.
Class: Bard
Level: 1st
Replaces: This alternate class feature replaces the standard bard’s ability to cast 0-level spells.
Benefit: you gain one fundamental of shadow, which you can use 3/day as a supernatural ability. At 2nd level, and again at 3rd level, you may choose additional fundamentals, each usable 3/day as supernatural abilities. They use their charisma score to determine mystery DCs.
Bolster Shadow
Although most bards try to inspire competence in their companions. Some bards, however, decide that keeping their compatriots alive is of greater importance.
Class: Bard
Level: 3rd
Replaces: A bard taking this ability does not gain the inspire competence ability.
Benefit: A bard with this ability and 6 or more ranks in a Perform skill can use his music or poetics to bolster a companion’s shadow. The ally must be within 30 feet of bard and must be able to hear the bard but need not actually be able to see him. The bard needs neither line of sight nor line of effect to bolster an ally’s shadow. The ally gains temporary hit points equal to the highest number of ranks that that bard possesses in any Perform skill. In addition, they also gain cold resistance equal to half of the remaining amount of temporary hit points from this ability. Unlike most temporary hit points, temporary hit points from this ability do not stack with temporary hit points from any other source, and if they receive a greater amount of temporary hit points from another source, the cold resistance fades. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes, and two rounds after the last temporary hit point is lost or the bard stops concentrating, the target becomes sickened for the remainder of the encounter. The bard may not bolster their own shadow with this ability and may not bolster an ally more than once per day.
Cave Warden
As strange as the concept may sound after watching shadow magic, shadow is indeed a part of the natural world. This is perhaps realized in no place more than the numerous caves across the world. The Druids who take it upon themselves to guard these areas are granted with seemingly unnatural abilities.
Class: Druid
Level: 4th
Replaces: This alternate class feature replaces the standard druid’s resist nature’s lure ability, in addition to their ability to wild shape into fire, water, earth, and air elementals.
Benefit: You gain darkvision out to 60 feet, or your existing darkvision is extended by 60 feet.
At 16th level, you gain the ability to wild shape into a small, medium, large, or huge shadow elemental once per day. At 20th level, you gain the ability to wild shape into an elder shadow elemental and can enter their elemental form twice per day. At In all other ways, this functions as standard druid’s ability to wild shape into elementals.
Cursed Shadow
A Hexblade wields curses as weapon. By wielding the power of shadows, their power seems to become even more alien than it was before.
Class: Hexblade
Level: 10th
Replaces: A Hexblade with this alternate ability does not cast spells.
Benefit: At 10th level and every level afterwards, the Hexblade learns an apprentice mystery, which they cast as an arcane spell, using their charisma score to determine both is they can cast a mystery of a certain level and to determine their mystery’s spell DCs.
Dark Heritage
A Warlock often receives their power from various diabolic sources. Some lend unholy resilience. Others lend the power of shadows itself.
Class: Warlock
Level: 1st
Replaces: A Warlock with this alternate ability does not gain the fiendish resilience ability or the energy resistance ability.
Benefit:
The Warlock adds hide and move silently to their list of class skills.
At 3rd level, the Warlock gains Cold Resistance 1, which increases by an additional point every 4 levels.
At 8th level, a Warlock can see through darkness as easily as light.
At 13th level, a Warlock can take 10 on hide checks, even when under stress.
At 18th level, a Warlock can make hide checks even without cover or while observed, so long as they are at least in shadowy illumination.
Devout Heretic
Although they are reviled for the way in which they do so, some Cultists who worship gods gain some of their divine power.
Class:Cultist
Special Requirement: Must worship a real deity
Level: 1st
Replaces: This alternate class feature replaces the fundamental normally gained at first level.
Benefit: You gain the granted abilities of two domains offered by the deity you worship.
Ebon Sage:
A Shadowcaster is, through their methods, a counterpoint to the wizard, gaining what it has not and losing some of what it has. Some Shadowcasters choose to emulate wizards, providing a more balanced array of abilities.
Class: Shadowcaster
Levels: 1st, 3rd,4th,8th,11th,12th,14th,16th,20th
Replaces: If you select this class feature, you do not gain extra fundamentals at 4th level and every 4 levels afterwards, you do not gain the umbral sight ability, you do not gain unlimited use of fundamentals at 14th level, you do not gain bonus feats, and you must spend 1 hour each day to gain back your mysteries.
Benefit: at 1st level, You gain Shadow Tome (see above) as a bonus feat and add all knowledge skills to your list of class skills.
At 3rd level, you gain shadow familiar as a bonus feat.
At 4th and 8th levels, you learn any single 0-level arcane spell. You may use it three times each day as an arcane spell, following all normal rules (including needed components). It is regained along with the other mysteries.
At 11th level, you gain any metashadow or item creation feat that you qualify for.
At 12th and 16th levels, you learn any single 1st-level arcane spell. You may use it three times per day as an arcane spell. In addition, at 12th level, all previously chosen 0-level spells become spell-like abilities.
At 14th level, you gain an extra daily use of all fundamentals and arcane spells learned by virtue of the Shadowcaster class. This applies both to ones gained in the future and those already gained.
At 20th level, you learn any single 2nd-level arcane spell. You may use it three times each day as an arcane spell. In addition, all previously learned 0-level spells become supernatural abilities and all 1st-level spells become spell-like abilities.
Escalating Shadows
Some shadowcasters, through unorthodox training, learn their art as an irreversible series of steps and progressions, rather than focusing on paths alone.
Class: Shadowcaster
Level: 1st
Replaces: You do not gain bonus feats or bonus fundamentals.
Benefit: You do not need to learn paths in order. The maximum level of mystery you can learn is equal to 1/2 of your character level. Once you take a mystery of a higher spell level, you may no longer select any mystery of lower spell levels.
In addition, rather than being able to use each mystery a certain number of times per day, you may cast mysteries of each spell level equal to twice the number of mysteries of that spell level known.
Lastly, your shadow moves more subtly when you cast mysteries, increasing the spot check DC to 20.
Haunted
Some users of Shadow Magic seem off. Although no one can identify anything wrong with them, something not quite natural seems to play across their features. This effect is a mistake, an enlargement of their shadow. This mistake, however, is useful to some.
Class: Shadowcaster or Cultist
Level: 1st
Replaces: Nothing.
Benefit: You emanate an aura of uneasiness out to 10 feet. All creatures within this aura take a –2 penalty on will saves against fear effects and all animals within range become one category closer to hostile towards you.
It takes only a dc 10 spot check to notice the movement of your shadow during shadowcasting.
You take a –2 penalty on Charisma-based checks except intimidate checks, with which you gain a +2 bonus.
Logical Mystery:
As a Shadowcaster continues along their path, their mysteries become more natural to them, allowing them more ease with their casting. At no point, however, do these mysteries become more natural to the outside world, however. Some Shadowcasters, wanting to surpass mundane magic in one more aspect, have worked to make their mysteries a part of the natural world, although doing so has slowed their progress.
Class: Shadowcaster
Level: 3rd
Replaces: If you select this class feature, you do not learn a new mystery at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th levels.
Benefit: At each of the indicated levels, choose one mystery (including fundamentals) that you use as a Supernatural ability. You gain an extra daily use of that ability and can use it as an extraordinary ability, meaning that it can function even in antimagic zones and dead magic areas. Furthermore, the save dc (if any) of that mystery changes to 10 + 1/2 your class level + your charisma modifier. The Favored Mystery Feat still grants extra uses as if it were a supernatural ability.
Patron’s Weapon
Most Cultists try to refine and practice their art in silence, away from those who would oppress them. Some more proactive Cultists take the fight to their enemy to display their prowess.
Class: Cultist
Level: 2nd
Replaces: You do not gain the Patron’s Gift or Shadow Guardian abilities.
Benefit: As a full-round action, you may summon a melee weapon formed from shadows. Although the form of the weapon is decided as it is formed, it always has the same statistics (1d8+Str mod/19-20). The weapon is instantly destroyed the moment that it leaves your hands, making it unsuitable as a throwing weapon. If destroyed, a new one can be formed as a full-round action. You gain a +1 bonus on attack and damage rolls made with the shadow weapon for every four class levels you possess.
Once per day, plus once per day for every five class levels you possess, you may make a single attack with the shadow weapon as a full-round action, treating the attack as a touch attack. If it hits, all mysteries cast by you within the next round are treated as spell-like abilities if they would otherwise be treated as spells or as supernatural abilities if they would otherwise be treated as spell-like abilities. Mysteries that would be cast as supernatural abilities (such as through the favored mystery feat) gain no benefits.
This weapon is a supernatural ability, and is suppressed in the area of an antimagic field.
Shadow Acolyte
Some clerics, worshipping gods of night, shadow, and darkness may end up with a certain amount of control over shadows.
Class: Cleric
Level: 1st
Special Requirement: The Cleric’s patron deity must have night, shadow, or darkness in their portfolio.
Replaces: This alternate class feature replaces the standard cleric’s ability to turn or rebuke undead.
Benefit: a number of times per day equal to your charisma modifier (minimum 1/day), you may use any fundamental of shadow as a supernatural ability. They use their charisma modifier to determine mystery DCs.
Note: At the DM’s discretion, patron deities with additional aspects in their portfolios may provide this ability.
Shadow Annul
Shadowcasters and Illusionists often end up drawing from overlapping sources of power. As such, they gain the unique ability to counterspell each other more efficiently.
Class:Shadowcaster or Wizard
Level: 1st
Requirements: A wizard taking this ability must be a specialist illusionist.
Replaces: A wizard taking this ability does not gain scribe scroll or a familiar.
A shadowcaster taking this ability only starts with one fundamental known.
Benefit: Wizards taking this ability can counterspell shadow magic with no penalty. Shadowcasters taking this ability can counterspell spells with no penalty.
In addition, regardless of class, anyone with this alternate ability gains improved counterspell as a bonus feat.
Shadow Blood
Sorcerers have inherited their power from dragons, celestials, or fiends, making one think that they are unrelated to shadow. However, every now and then, a sorcerer’s shadow magic leaks into their veins, tainting the blood that has granted them magic.
Class: Sorcerer
Level: 1st
Replaces: a sorcerer with this alternate class feature cannot learn spells with the [light] or [fire] descriptors, and may not use the energy substitution or energy admixture feats to deal fire damage. In addition, they may not exchange spells known at 12th level and every even level afterwards.
Benefit: add hide and move silently to your list of class skills.
At 4th level, your familiar (as well as all future familiars) gains the dark template.
At 8th level, you gain concealment in any condition other than bright light.
At 12th level, you gain cold resistance 10.
At 16th level, you gain the hide in plain sight class feature.
At 20th level, you learn any spell of your choice from the shadow subschool.
Shadow Specialization
A Wizard spends much time studying various types of magic. It is natural that some would choose to specialize in shadow magic.
Class: Wizard
Level: 1st
Replaces: This alternate class feature replaces the standard wizard’s ability to specialize in a school of magic. In addition, this replaces their ability to cast 0-level spells.
Benefit: you gain a bonus spell slot per spell level that can only be used to prepare spells with the shadow subschool.
In addition, instead of learning cantrips, choose 2 fundamentals of shadow. You may use each one 3/day as a spell-like ability. They use their intelligence to determine mystery DCs. You may later choose to learn cantrips by spending your new spells learned at each level or by scribing them from scrolls.
Shadowy Stunt
Rogues hide within the shadows for most of their careers. Some develop a special affinity with it, imitating feats normally reserved for Cultists and Shadowcasters
Class: Rogue
Special Requirement: Knowledge (the planes) 5 ranks
Level: 10th,13th,16, or 19th
Replaces: This alternate class feature replaces the special ability gained at each level that it is taken.
Benefit: The Rogue selects any Fundamental of Shadow or Apprentice Mystery and can cast it as a shadowcaster with a caster level of 1/2 the rogue’s class level, so long as their intelligence score is at least 10+the mystery’s level. The save dc of the mystery is determined by the Rogues Charisma modifier.
Tainted Shadowcaster
A Shadowcaster uses dark and mysterious powers. Some wander too far in their studies, becoming depraved and warped creatures.
Class: Shadowcaster
Level: 1st
Replaces: Any bonus feats gained through high taint must be used to acquire a metashadow feat.
Benefit: you gain tainted shadowcaster as a bonus feat and immediately gain one point of depravity and corruption. In addition, all mysteries you cast gain the evil descriptor.
Whenever you gain a level in Shadowcaster, you gain an additional point of depravity and corruption.
Umbral Trickery:
Some bards tell tall tales of shadows used as a source of alien magic. Some bards are part of those stories.
Class: Bard
Level: 1st
Replaces: This alternate class feature replaces the standard bard’s ability to cast 0-level spells.
Benefit: you gain one fundamental of shadow, which you can use 3/day as a supernatural ability. At 2nd level, and again at 3rd level, you may choose additional fundamentals, each usable 3/day as supernatural abilities. They use their charisma score to determine mystery DCs.