Kage Kage no Mi (Shadows)
Devil Fruit, Rare
Type. Environment Alterer Paramecia
Fruit appearance. A dark-purple, nearly black, heart-shaped fruit with spiraled patterns running from its stem to its base.
Description. Grants the user the ability to manipulate shadows, stealing them from living beings, and attaching them to other entities, including inanimate objects, thereby animating them.
Sea Weakness. You are weak to water and seastone.
Shadow Thief. As an action, you can attempt to grab the shadow of a creature within 10 feet of you, so long as it has a CR of 1/8 or higher. The target must succeed on a Wisdom saving throw against your Devil Fruit save DC or have its shadow stolen. A creature can retrieve its shadow by destroying an undead or object which holds its shadow, or by placing salt in its mouth (touch; athletics or Sleight of Hand against the undead or object’s Athletics or Acrobatics), or by stealing it back from you if you are holding it (touch; athletics or Sleight of Hand against your Athletics or Acrobatics). A creature missing its shadow falls victim to a vampire’s Sunlight Hypersensitivity weakness (5e Monster Manual). When you successfully steal a shadow from a creature, you gain 1 Devil Fruit charge. If a creature who has had its shadow stolen dies, you lose its shadow and thereby lose 1 devil fruit charge.
Shadow Animate. As an action, you can spend 1 devil fruit charge to animate a single medium or smaller sized dead creature or inanimate object (as if using animate dead or animate objects) by infusing it with a shadow you have stolen, except it has the same stats it would have if it were alive. A dead creature’s CR must be equal to or less than 1 to be animated this way. This effect lasts until you end it as a bonus action (thus gaining 1 devil fruit charge as the shadow leaves its body) or it is destroyed (and the shadow returns to its host’s body). If you wish to infuse a higher CR dead creature or larger object with shadows to animate it, you must spend a total number of charges equal to its CR (CR must be no greater than half your character level rounded up), or an additional charge for each size category the object is over medium, up to Huge (E.g. 2 charges for large, 3 for huge).
Shadow Asgard. You can absorb stolen shadows into your body to become larger and more powerful. By spending 1 Devil Fruit charge, you absorb a shadow into yourself. For each shadow you absorb, you gain 10 temporary hit points (which only stacks with each additional shadow absorbed) up to a maximum of 30, your weapon attacks deal an extra 1d4 damage (up to a maximum bonus of 3d4), your reach with melee weapons extends by 5 feet (up to a 15 foot total bonus), and your size increases by one (up to gargantuan). While this form is active, you have advantage on strength checks and saving throws. When you lose all temporary hit points granted by this ability, the shadows are expelled from your body and returned to its original host, and this ability ends.
Doppelman. You can detach your own shadow and animate it as a bonus action in an unoccupied space you can see within 15 feet of you. This shadow is a magical, translucent, dark image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another shadow, or until you’re incapacitated.
Your shadow has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions and all damage except force and radiant damage. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the shadow to move up to 30 feet in any direction (no action required). If your shadow is ever more than a mile away from you at the end of your turn, it is destroyed. If your Doppelman touches water or salt, it is also destroyed.
As a bonus action, you can teleport, magically swapping places with your shadow at a cost of 15 feet of your movement, regardless of the distance between the two of you. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the shadow’s space. You make this choice for each attack.
When a creature that you can see within 5 feet of your shadow moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the shadow’s space.
If your Doppelman is ever destroyed or dismissed, your shadow returns to you. While your shadow is missing, you also fall victim to the vampire’s Sunlight Hypersensitivity weakness.
Spells (Shadow Techniques). This devil fruit power has 9 maximum charges, but you start with none. You can expend 1 or more of its charges to cast one of the following spells from it without needing to expend material components, with the source of the spell being yourself or your Doppelman: Shadow Arms (Arms of Hadar; 1 charge, and can cast at higher levels by spending additional charges), Darkness (2 charges), Shadow Blade (2 charges), Shadow Bat Barrage (Conjure Barrage; 3 charges), Evard’s Black Tentacles (4 charges), Night Parade (Danse Macabre or Animate Objects; 5 charges). The devil fruit regains expended charges when shadows are collected from Shadow Thief.
Awakening (Shadow Legion). Once you’ve awakened your power, you can pull shadows from all objects around you and use an action to conjure up to 10 Shadows (see the Monster Manual for statistics), for up to 1 minute or until you fall unconscious. The Shadows form in unoccupied spaces within 100 feet of you and obey your commands for 1 minute or until they are destroyed. You can dismiss one shadow as a free action during your turn, once per turn, and animate a dead creature you can see within 60 feet of you. The target rises at the start of your next turn as a zombie that is under your command for the duration of your awakening, following your verbal orders to the best of its ability. Once you use ability, you can’t use it again for another 24 hours.