Wizard
Base Class: Wizard

You look to the shadows to enhance your arcane abilities. All that is dark and obscured from mortal eyes. Your magic is seeping in the ancient and eldritch, being used both to blind and shield your allies from the prying eyes of your enemies. Whichever way you bend the shadows to your will, know that they are never yours to own, and that they choose to help you as allies, not servants.

Level 3: Shadow Savant

Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Midnight Barrage

The arcane shadows you control cannot obscure your vision. You gain darkvision to a range of 120 ft. Additionally, magical darkness does not impede your darkvision.

Additionally, as a reaction when a creature targets you (and you alone) with a spell or magical effect, you can force them to make a Wisdom saving throw against your spell save DC. If they fail, you can force the spell or magical effect to target a creature of your choice that you can see within 30 feet of you instead of yourself other than the original creature.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Level 6: Blinding Assault

You can temporarily harness the shadows to blind your enemies. As an action, you can force a creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless they succeed, they are surrounded by arcane shadowy forces until the end of your next turn or until you deal damage to the creature, causing them to be blinded.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Level 10: Shield of The Pitch

You can summon shadows to protect you in the heat of battle. When a creature you can see announces an attack roll against you, you can use your reaction to envelop yourself in a 10 ft. radius sphere of magical darkness (as if created by the Darkness spell) until the start of your next turn. 

Creatures that don't rely on sight to attack you are immune to this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 14: Blanket of Darkness

You can bend the effects of your enemies into shadowy illusions, dispersing them completely. When a spell or magical effect is activated, you can choose one target of that spell or magical effect that you can see within 30 feet of you (including yourself). You cause shadows to twist the the spell or magical effect into incorporeal illusions, negating it completely for that target and causing them to suffer no effects from it. The spell or magical effect still proceeds as normal for all other targets.

Once you use this feature, you cannot do so again until you finish a long rest.

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