Wizard
Base Class: Wizard

Wizards who dedicate their lives to studying the innate power of this realm must be prepared to apply themselves for many years with a singular focus. If they can manage to avoid falling victim to the many dispassionate entities who themselves wield the powers of shadow, a disciplined enough Wizard may become a master in their own right, and without losing themselves to its influence.

Dark Aptitude

Starting at 2nd Level, studying the discipline of Umbramancy causes spells traditionally found in other schools of magic to take on a unique flavour for you. If you cast a spell that normally deals Fire damage (such as Fireball), your variant of the spell effect gives off no ambient light, and instead deals Cold damage. If you cast a spell which normally deals Radiant damage, for you the spell again gives off no light and deals Necrotic damage instead.  

As an Umbramancy Wizard you also gain Darkvision as a passive trait. If you already have Darkvision as a trait from another source, its range is doubled.

Shadeling Familiar

At 2nd Level in this School you gain the service of a small spirit of living shadow as your familiar. When summoned it will appear as a translucent mass of black mist, vaguely taking the shape of one of the following animals: Crow/Raven; Owl; Rat; Bat; Cat; Moth; Spider; or Centipede (if you choose to summon your familiar while you are located in the Shadeling's realm of origin, it's form will be entirely corporeal, and may take another shape entirely).

Your Shadeling is summoned with an Action, and can be commanded on your turn with a Bonus Action. Your Shadeling only ever has 1HP but attack rolls made against it are made with disadvantage. It can be summoned without expending a Spell Slot. All other behaviours of the Shadeling when summoned are the same as any other casting of the Find Familiar spell.

Umbral Affinity

The theory of shadow-magic posits that all shadows cast in the material plane can form a conduit to the power of a realm of darkness. When you reach 6th Level in this school, you can use the shadows of the physical world to cloak yourself in magical protection. When you are standing in dim light or darkness, all spell and weapon attacks again you are made with Disadvantage even if your attacker has Darkvision. Also while in dim light or darkness, you can use your Reaction to re-roll any failed saving throw.

Umbral Focus

Beginning at 10th Level, you no longer require Concentration or Spell Components on the following spells: Darkness; Shadow Blade; and Summon Shadowspawn.

Pit of Darkness

When you reach 14th Level, once per short rest when casting any spell with a teleportation effect (such as Dimension Door or Misty Step) you leave an additional casting of the Darkness spell radiating from the space you left. This effect is a Free Action and does not consume an additional Spell Slot to cast. The Darkness precedes the teleportation in the order of action, so any enemies caught up in the sphere of Darkness will be unaware that you have left the last space they saw you unless they can see in magical Darkness.

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