Wizard
Base Class: Wizard

You focus your studies on the Plane of Darkness, the Shadowfell. Your magic is that of darkness, penetrating all crevices of the Material Plane and spreading across it. Many shadowmancers use their studies as a mechanism for balance while others use their power to engender chaos in the world. 

Improved Darkvision

Your eyes become better adapted to seeing in the darkness. If you do not have Darkvision, you gain the feature. 

Your Darkvision now has double the range. You see dim light as if it were bright light, and darkness as if it were dim light, but darkness within 15 feet of you is seen as bright light. 

Darkening Spell

At 2nd level, whenever you cast a spell on a creature, you can choose to shroud their vision. The creature must succeed on an Intelligence saving throw or be blinded. 

Shadow Clone

At 6th level, you can harness the magic energy of the darkness to manifest a shadowy clone of yourself.

As an action, you can create this clone within 10 feet of you. The clone has the same stats and ability scores as you, but its hit points are equal to your Wizard level + your Intelligence score. The clone must stay within 60 feet of you and lasts for 1 hour or until you dispel it.

Your Shadow Clone rolls initiative and acts on its own turn. Through your clone, you can cast spells and make attacks if you are wielding a weapon when you create it. 

You can create a Shadow Clone twice per long rest. 

Secrets of the Dark

Your control of the essence of the Shadowfell can now reach into the crevices of one's mind. 

At 10th level, as an action, you can choose a target you can see to make a Wisdom saving throw. On a failed save, you gain access to the target's mind. You gain insight to the creature's emotional state or any deep thoughts without their knowledge. In this state, you can also implement a thought or emotion into the target's subconscious. This can be used to make a creature suddenly angry, sad, or overjoyed. This effect lasts for 1 hour, and you can enact it twice per long rest. 

Dark Entanglement

At 14th level, you can manifest the shadows around you to create a protective barrier. As an action, you can give yourself temporary hit points equal to 1d12 + your Wizard level. When you do this, you can choose a creature that you can see. As long as you have temporary hit points, all physical damage dealt to you is instead dealt to the creature you chose. If your target falls to 0 hit points while you still have temporary hit points from this feature, you can choose another creature that you can see to form this link with. 

You can perform this action three times per long rest. 

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