Base Class: Wizard
A shadow wizard draws power from the shadow that is left behind by magic, known as the shadow weave in some settings. Rather than focusing on the study of one school of magic shadow wizards use the shadow weave to enhance all of their spells.
Umbral Sight
At 2nd level when you choose this subclass you gain 60ft darkvision, if you already have darkvision it extends by 30ft. This darkvision can see through all magical darkness, and spells such as cloudkill and fog cloud that heavily obscure an area that are cast as a shadow spell by you or another shadow wizard.
Shadow Spells
At level 2 when you choose this subclass you have the option to cast spells from the shadow weave, causing the spell to turn an inky black color. Shadow spells are often not as powerful, but will strike the opponent’s shadow as well, giving the spells extra effects and/or guaranteed damage.
When you cast a spell that causes an area to be heavily obscured (ex. Fog Cloud) as a shadow spell any creature that leaves the area still cannot see for an additional round per level of the spell slot as the shadows clings to the target's eyes.
When you cast a damaging spell of 1st level or higher as a shadow spell it deals half damage if it hits on an attack roll, or half/quarter damage on a failed/saved saving throw. However you also add 1d4 psychic damage per damage die of the spell, which does full damage even if the spell misses or the target saves on their saving throw. This also applies to attacks made by creatures you summon or raise. This psychic damage does half damage to targets that are immune to psychic damage, and ignores resistance.
When you cast a spell that gives the target the charmed condition as a shadow spell you invert the target's alignment for the duration as their shadow self takes over their body. For example if the target is usually lawful evil they become become chaotic good. This also means they hold the logical inverse of their ideals and flaws, if applicable.
When you cast a spell that restores hitpoints as a shadow spell, that spell instead grants temporary hitpoints equal to the hitpoints restored by the spell. Spells that grant temporary hitpoints restore a number of hitpoints equal to the level the spell was cast at in addition to the normal temporary hitpoints.
Spell Stealing
Starting at 6th level you can warp another caster's spell using she shadow weave. When you can see a spell cast within 90ft of you you can use your reaction to intercept it by expending a spell slot of the level of the spell you are intercepting. The spell does not go to the original target, but instead turns into a shadow spell that acts as if you cast the spell. If you don't have any spell slots of the level the spell is cast roll a dc 15+(the difference between the spell slots) intelligence check. If you succeed on the check you cast the spell with the closest available slot, higher or lower; if you fail on the save you fail to intercept the spell. If you don't have any spell slots with which the spell could be cast you fail to intercept the spell. If the spell is not one of your prepared spells you prepare it, even if it is not a wizard spell, and if it is a wizard spell that is not in your spellbook you can add it to your spellbook as part of your next long rest for half the time and duration it would originally cost.
You can use this reaction a number of times equal to your spellcasting modifier, and regain uses on a short rest.
Fade into the Night
Starting at 10th level shadows begin to be drawn to you. You gain the ability to take the hide action as a bonus action as well as a +2 when in dim light or darkness. This bonus AC does not apply to spells and effects that deal radiant damage.
The bonus AC increases to +3 at level 14, and +4 at level 18, and +5 at level 20.
Shadow Self
At level 14 you gain control of your shadow self. As a bonus action you can detach or reattach your shadow. The shadow shares all of your stats, but is immune to all damage except the damage dealt by shadow spells and radiant damage. When detached you can have your shadow act dependently or independently of you. If the shadow is dependent it takes its turn at the same time you take your turn, you can cast spells as through you were in its space, can use all of its senses, and swap places with it as a reaction to when an attack hits you but before you take damage. If a dependent shadow takes damage you take the damage instead. If it is independent the shadow rolls its own initiative, takes an action you decide which can include casting one of your prepared spells using one of your spell slots, and can concentrate on a spell at the same time that you concentrate on a spell. When you detach your shadow to act independently it can make a charisma check against your wizard spell save dc to try and break free of your control, and can repeat the roll any time it takes damage. If the shadow breaks free it is a creature under the DM's control with the inverse of your alignment, and will hold the logical inverse of your ideals and flaws, but otherwise shares all your statistics and features. It has the spell slots you had when you detached it, but cannot regain any expended spell slots by resting.
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Posted Jun 23, 2023IF YOU'RE A FAN OF THE SHADOW GOVERNMENT CHECK OUT SOME OF MY OTHER HOMEBREW
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Posted Jun 16, 2023SHADOW WIZARD MONEY GANG