Base Class: Wizard
Upon the creation of the world, many entities descended from the heavens to guard it, and Umbral Witches are the offspring of one of the most important of these entities; The Moon.
She, in all her loneliness, found her devout worshipers.
While they often seem to be in a world of their own, these conjurers can bring the sky to their heels. It is widely known that the Moon, in her own way, birthed the Deep Dragon, Miiwã.
And yet, Umbral Witches are not the Moon's offspring, but their own lineage of admirers who take their powers from long sessions of lunar studies.
Continued exposure to the Moon gives its admirers a shimmering glow, as well as permanently blown pupils.
Lunar Savant
Beginning when you select this school at 2nd level, the currency and time you must spend to copy a Cold or Radiant damage-dealing spell into your spellbook is halved.
Umbral Alliance
Beginning at 2nd level, when the Moon is present in the sky, you gain [roll]1d4[/roll] to all attack rolls. This feature takes effect even when you can’t see the Moon, but not when Moon is in its “New” phase.
Tide Raiser
At level 2, you gain the following:
- Extra 30ft of swimming movement, and advantage on saving throws while underwater.
- Extra [roll]1d4[/roll] damage for spells while underwater. This feature can only be used an amount of times equal to half of your character level per long rest.
Light Orbit
Starting at 6th level, you may call upon the Lunar Mother, who will send an Essence of Miiwã to help you out.
Miiwã’s essence will respond to your commands, and can be resized anywhere from 2ft to 10ft, while also emanating a light blue light within 15ft radius of itself. It has a total HP pool of [roll]3d20[/roll] + your spellcasting modifier. It speaks any language you know + Celestial and Common. It shares your initiative and takes its turn after yours.
It can be summoned once per long rest, or after 12th Level, twice per long rest.
Dual Retribution
Beginning at 4th level, when a spell uses Cold or Radiant damage, you may choose to swap the damage type from Cold to Radiant, or from Radiant to Cold, but not any other type. You can use this feature an amount equal to your Wizard LVL per long rest.
Starshower
Starting at 14th level, you gain the knowledge on how to open a portal to the Astral Plane. Your hands meet, palms facing outward, arms stretched in front of you, as a star-shaped black hole forms in front of your hands.
A downpour of stars and celestial bodies tear out of the portal, locking you in a trance.
Starshower spreads in a 30ft straight line, dealing [roll]4d12[/roll] Radiant damage to any who stand in the line. You can also use your bonus action to maintain your Starshower until your next turn, in which case, you become unmovable by hostile and friendly means, and anyone who walks into your Starshower line after its initial first turn takes[roll]2d12[/roll].
Ill change this later
Y know!