Base Class: Wizard
Near the beginning of time and creation, possibly around the First Hytoth, there were two ancient deities originating from SCP-319's dimension, who created both the darkness and the light, He-Who-Made-Dark and his brother He-Who-Made-Light. However, at some point He-Who-Made-Light mocked his brother's creation, causing He-Who-Made-Dark to become angry and attempt to destroy the light. After an extensive battle, He-Who-Made-Light was able to defeat He-Who-Made-Dark by sealing him inside a rock which was banished to the universe of the SCP Foundation, where it began orbiting the Sun of the Sol System, continually exposing it to light which prevented He-Who-Made-Dark from freeing himself.
However, as years passed the meteorite eventually fell to prehistoric Earth, fracturing the continents apart and killing the first people who lived in the sea. Because the Earth went through a day and night cycle, He-Who-Made-Dark would attempt to escape from the meteorite during the night as light was absent, each night making more and more progress and causing massive destruction, until the personification of Earth took notice of him and created the second people to keep He-Who-Made-Dark trapped within the rock by lighting numerous torches around it.
Throughout countless years, numerous savage cults were formed worshiping the brothers, some of which took the meteorite's fractured shards to craft them into objects that could help them summon their deities, with some of these objects becoming SCP-286, SCP-319-1, SCP-719-1, and SCP-1806. In 1894, Sir Bandon Lawhead-Smythe, rival of Lord Blackwood, had found SCP-319-1 and used them to construct a mechanical device that opened to He-Who-Made-Dark's dimension. Wanting to surpass his rival, Bandon went inside the portal, but most likely died as the dimension was unable to sustain life. Left unchecked, the portal began growing which would eventually result in the dimension engulfing the whole universe.
Around 1950, the US Army Corps of Engineers began evacuating several indigenous tribes from islands that were to be used as testing site. However, after the government forcefully removed the tribe who had in their possession the meteorite, the torches burn out, allowing He-Who-Made-Dark's shadow to cause massive destruction similar to nuclear explosions which was apparently covered up as part of the Castle Bravo Nuclear Test. Seeing that this was caused due to the meteorite being left in darkness, the US troopers restored the light over the meteorite. The SCP Foundation soon became involved and took the meteorite under their custody, forming proper containment procedures to keep He-Who-Made-Dark trapped. The Foundation thought of using another SCP to transport SCP-435-1 to an alternate universe, but deduced that this would cause the entity to be freed as he wouldn't be transported along with the meteorite.
When the Foundation discovered SCP-286, game board of Liubo carved from the same material as SCP-435-1, they had several test subjects interact with it, allowing the two brothers to possess them and play against each other while conversing in multiple languages. However, one day He-Who-Made-Dark took possession of Dr. L██ W███ who had been assigned to SCP-286, causing He-Who-Made-Light to take possession of Dr. S███ S████, who had been recently assigned to SCP-435-1, in order to play a game. This was stopped by the intervention of a security team which prevented He-Who-Made-Light from reaching SCP-286, resulting in He-Who-Made-Dark automatically winning and releasing the doctor. Because he won, SCP-435-1 began moving erratically, causing it to impact the ocean basin and leave destruction behind. The Foundation tried to intervene but stopped after SCP-435-1 ceased movement after three minutes.
The Foundation eventually discovered SCP-1806, a sculpture of an elongated human head which caused several anomalous effects to people whose shadows crossed the sculpture's shadow. This effects included: making the person's shadow much dark then it should naturally be before changing shape and becoming inconsistent with the person's outline; following this the affected person would lose their senses becoming partially blind but also gaining the ability to see through other shadows or dark areas He-Who-Made-Dark and other entities residing with him; the person would eventually lose all senses, talking seemingly gibberish and become unable to sustain themselves any longer, leaving them to die if one is present to help them. This had happened to Foundation employee Dr. T. Ellison who was able to see He-Who-Made-Dark and his powers.
The Shadow Weave
At 2nd Level, Due to your connection to The Shadow Weave you will not be able to cast Evocation Spells (with the exception of 'Darkness'), however will able to cast stronger Illusion, Necromancy and Enchantment Spells.
Shadow Weave Casters have the ability to use sorcerer metamagics by paying their costs by reducing their maximum HP by 1 as the cost to each metamagic and can chain a number of them together equal to their proficiency bonus. The Maximum health reduction lasts until they finish a short or long rest.
Shadow Magic
Shadow Magic is a new type of magic that has been specially created for this class gathered from past editions, knowledge of shadow magic seen or studied through other various ways, and or having an innate gift with it. Shadow Magic spells can only be used effectively by a shadow magic user. Spells of the following spell schools receives a bonus equal to their proficiency bonus which is added to their 'Spell Save DC' which are Necromancy, Illusion and Enchantment Spells.
Shadow Magic is not affected by Anti-magic areas (holes in Mystra's weave) or anti-magic spell effects cast through the weave.
Before Counterspell is used against a Shadow Magic spell cast , the counter spell caster must make a 15 DC Arcana check + Spell Level to attempt the casting. This represents the fact that magic cast from the Shadow Weave is from a different source and is cast in a different way from normal casters, meaning that it would be difficult to identify the spell being cast.
Shadow Revival
Creatures who die at your hands or spells rise again next round as a Shadow version of of themselves. (Use shadow stats, Dungeon Masters should view this as gaining sidekicks.)
At 6th level you can choose shadow or Specter.
At 8th level you can add Poltergeist the choices.
At 12th level you can add Ghost the choices.
At 16th level you can add Sword Wraith Commander to the choices.
At 20th level you can add Devkarin Lich to the choices.
Undead created under this way remain under your command so until they are destroyed or released from your command. Undead who are released are destroyed instantly. You can only command a number of Undead at one time equal to your class level plus Intelligence modifier vs the creature's CR rating. (Combined CR of all undead controlled can not exceed CL+ Int Modifier.) Any spell the Shadow Monarch casts that would summon a creature or create an undead follows this setup as well.
Deity of Umbramancy
Also at 2nd Level, He-Who-Made-Dark freed and unbound you gain access to new abilities by the cost of spell slots, as well become significant more enhanced than any standard Shadow Weave Caster.
Because of your blood and your creation of the dark you gain the following enhancements:
- You are resistant to Necrotic, Cold, and non-magical weapons.
- When in direct sunlight you cannot heal from normal means such as potions or healing spells unless in dim light or darker. You can however heal from abilities or from your spells
- Between the times between dusk and dawn you are stronger, you gain a bonus to all rolls equal to your proficiency bonus. But when in direct sunlight you gain decrease to all your rolls equal to your proficiency bonus. (This can be remedied by being within dim light or darker.)
- You gain Umbral Sight, granting you the ability to see in magical and nonmagical darkness, and the ability to see clearly in both plus dim light while maintaining the ability to discern colors.
The next following abilities are unique gifts that you have the ability to manifest during combat or outside for practical use of needed.
Umbral Trespass. As a bonus action, you can choose a target in range of 30 feet that has a shadow. If the creature is willing you easily meld into their shadow, making it darker than usual and being able to manipulate it in various ways that you could make it beneficial for your bound associate.You may cast spells from within the shadow and make remain there so long as the target is willing, but you cannot cast spells that would harm another creature while apart of a creatures shadow.
If the target is unwilling, it must make a Charisma saving throw against your spell save DC, and on failure the creature becomes possessed by you as you take over the creature, using its physical stats instead of yours while maintaining your mental stats. While having a creature possessed this way, they can make another charisma saving throw at the end of each of their turns to rebuke you from them for the next 8 hours, making them immune to the effects of this ability during that time. If you successfully possess a creature for a full minute this way, the creatures soul is stored into the ability, Legion.
Umbral Constructs. You gain the ability to manifest weapons made out of pure darkness, amassed by what seems to be globs of darkness condensed into strands that can form weapons of various types. The type of weapons formed from these strands automatically grant proficiency with them, and use your intelligence score in terms of its stat component. All weapons created this way are considered light and finesse weapons for the sake of some feats.
Damage done by these weapons are necrotic and are of coursed considered magical, and when fighting undead this damage cannot be resisted, and immunity is treated as resistance. To summon and unsummon these weapons is a free action, and when summoned can float casually within 5 feet of you when not being used.
Exhume Darkness. Once per short or long rest you can cast Darkness, focused on yourself that moves as you do, you also gain the Spell as apart of your spell list and doesn’t count as apart of your prepared spell list.
Legion. As apart of your Shadow Revival, creatures you kill or creatures that willingly give themselves to you may join your Legion, a shapechanging ability that grants you to mimic/copy the people who become apart of you. Additionally, Legion grants you the ability to as a reaction to steal a soul of an enemy that dies within 30 feet of you, healing you for 1d10 + your intelligence modifier.
One With The Dark
At 6th level, you have become an adapt in casting the Shadow Weave and have attuned to the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
additionally, you gain the ability to reap life energy from creatures you injure with your spells. Once per turn when you injure one or more creatures with a spell, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for injuring constructs or undead.
This is considered to be used in the same instant as 'Shadow Dance' if used at the same time.
Shadow Dance
At 10th level, As long as you are in dim light or darkness (magical or nonmagical), your movement becomes teleportation, allowing you to relocate to points up to a distance as far away equal to your movement speed.
If you would relocate near an enemy creature you may use your reaction to reach out with a osmosis infused spectral hand, attacking the creature then choose a stat, on hit, you reduce the said stat by 1d4. The stat decrease lasts until the creature completes a long rest, and if a creatures strength or constitution score would be reduced below 1, the creature dies.
You can use the second part of this feature a number of times equal to your proficiency bonus modifier.
Oppression of The Dark Lord
At 14th Level, you tap into the power of Darkness. You gain the following benefits as listed below as you gain a new transformation. You gain the following passive benefits as well as new benefits when transformed. This transformation lasts for one minute, and you can only use it once per dusk per day.
- Your movement speed is increased by 10
- You now gain a hover speed equal to your movement speed.
- You are immune to Necrotic damage and resistant to Radiant Damage
- You count as an Abberation in addition to your other creature types.
Embrace The Dark. As an action, You transform as you are consumed in a cosmic darkness completely covering all of your mass with its presence. While in this form, You are immune to the Frighten condition and the Charmed Condition. You gain access to a new attack known as Sap and Siphon Happiness. Beings of Darkness see you as their god/King and will do what you demand of them, if it is within their capability.
Comments