Base Class: Wizard
2nd Level – Umbral Adept
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You gain Darkvision out to 60 feet. If you already have Darkvision, its range increases by 30 feet.
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You can attempt to Hide in dim light or darkness, even if lightly obscured.
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You learn the Minor Illusion cantrip. It doesn’t count against your cantrips known, and when you cast it, both sound and image can be created with a single casting.
6th Level – Veil of Darkness
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When a creature you can see within 30 feet targets you with an attack, you can use your reaction to impose disadvantage on the attack roll by momentarily cloaking yourself in shadows. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses on a long rest.
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Additionally, you can see through both magical and nonmagical darkness as if it were dim light.
10th Level – Grasping Shadows
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When you cast a spell of 1st level or higher that deals damage, you can cause shadowy tendrils to lash out at one creature within 10 feet of the original target. That creature takes necrotic damage equal to half your wizard level.
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Once per turn when you cast Minor Illusion, you can make the illusion lightly tactile (objects feel real, though cannot support weight or cause harm). A creature investigating must succeed on an Intelligence (Investigation) check against your spell save DC to discern the illusion.
14th Level – Master of the Endless Night
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You can use your action to summon an aura of magical darkness that clings to you for 1 minute.
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The aura extends 15 feet in all directions and moves with you.
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Only you and creatures you designate when activating this ability can see through the darkness.
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Hostile creatures that start their turn in the aura must make a Wisdom saving throw against your spell save DC or be frightened of you until the start of their next turn.
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You can use this feature once per long rest, or by expending a 5th-level spell slot to use it again.
Umbral Adept
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You gain Darkvision out to 60 feet. If you already have Darkvision, its range increases by 30 feet.
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You can attempt to Hide in dim light or darkness, even if lightly obscured.
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You learn the Minor Illusion cantrip. It doesn’t count against your cantrips known, and when you cast it, both sound and image can be created with a single casting.
Veil of Shadows
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When a creature you can see within 30 feet targets you with an attack, you can use your reaction to impose disadvantage on the attack roll by momentarily cloaking yourself in shadows. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses on a long rest.
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Additionally, you can see through both magical and nonmagical darkness as if it were dim light.
Grasping Shadows
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When you cast a spell of 1st level or higher that deals damage, you can cause shadowy tendrils to lash out at one creature within 10 feet of the original target. That creature takes necrotic damage equal to half your wizard level.
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Once per turn when you cast Minor Illusion, you can make the illusion lightly tactile (objects feel real, though cannot support weight or cause harm). A creature investigating must succeed on an Intelligence (Investigation) check against your spell save DC to discern the illusion.
Master of Endless Night
You can use your action to summon an aura of magical darkness that clings to you for 1 minute.
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The aura extends 15 feet in all directions and moves with you.
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Only you and creatures you designate when activating this ability can see through the darkness.
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Hostile creatures that start their turn in the aura must make a Wisdom saving throw against your spell save DC or be frightened of you until the start of their next turn.
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You can use this feature once per long rest, or by expending a 5th-level spell slot to use it again.
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