Wizard
Base Class: Wizard

You are a master of shadow, for your magic comes from the study of the Shadowfell itself. You might learn your knowledge from the study of the Shadowfell, or perhaps you were exposed to its fell energy and transformed by it.

Umbral Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.

You also learn the following Cantrip:

Umbraturgy

Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Up to 1 hour

  • You compel shadows to create one of the following effects at a point you can see within range.
  • You cause the area around a creature to darken, granting the creature advantage on intimidation checks.
  • The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. 
  • You cause shadows to conceal up to 2 creatures within a 20- foot radius area of dim light or darkness, allowing them to hide as a bonus action on their next turn.
    The shadow of a creature or object becomes either blurred or unblurred, making its form either easier or harder to discern from the shape of the shadow.

If blurred, this grants advantage on stealth checks to the creature if they are in dim light or darkness.

If unblurred, this gives disadvantage to a creatures stealth check.

 

Eyes of the Shade

Starting at 2nd level, you learn to permanently enchant your eyes with Darkvision at a range of 60 feet.

If you already have darkvision from a racial feature, you now have superior Darkvision at a range of 120 feet. 

This darkvision grants you the ability to see through magical darkness.

When in dim light or darkness, your eyes become darkened due to your connection to the Shadowfell. 

 

From Darkness comes Power

At 6th level, you learn to strengthen your spells with the power of the Shadowfell itself.

When standing in dim light or darkness, spells that cause necrotic damage can add your intelligence modifier to their damage.

You also become resistance to necrotic damage.

 

Call of the Shade

Starting at 10th level, you learn to call creatures from the Shadowfell to assist you in battle.

By completing a 1 hour ritual, you cause your shadow to be consumed and replaced by a Shadow Elemental. This ritual causes you to lose the ability to summon other creatures while it is in effect. To onlookers, your shadow appears normal and behaves appropriately. If investigated using Detect Magic, your shadow appears to be visibly magical. If dispel magic is cast on your shadow at 5th level or higher, the creature vanishes and your normal shadow appears. If you walk into a field of anti-magic, the creature is not dispelled but cannot be summoned as it is stuck in your shadow. 

As a bonus action, you can cause a Shadow Elemental to appear from behind you, consuming your shadow in the process. This elemental does not require concentration and obeys any verbal commands. You can command the creature as a bonus action on your turn. As the creatures action, it can re-enter your space to once again become your shadow. The creature also regains all of its hit points during a long rest if it is in your shadow during your long rest. You can spend any number of your hit dice to heal the creature during a short rest. The creature is unsummoned after losing all of its hit-points. The stats for the creature are as seen below:

Shadow Elemental
Large elemental, neutral
Armor Class 15
Hit Points 102 (12d10 + 36)
Speed 50 ft.
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
7 (-2)
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 18
Languages Undercommon
Challenge 5 (1,800 XP)

Shadow Form. The creature is surrounded by magical darkness in a 15 foot cube, only those with the ability to see through magical darkness know its true form. This darkness imposes disadvantage on attack rolls against the creature.  The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) necrotic damage.

Darken. The elemental sheds pure darkness in a 15 - foot radius and and reduces the light level by 1 within the next 30 feet.

Light Susceptibility. The elemental takes double damage from radiant based magic. When the elemental is in daylight or is subjected to a spell that creates daylight, the magical darkness it creates is reduced to a 5 foot cube. While the form cannot be identified, this removes the disadvantage on attacks against the creature. 

 

Actions
 
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) necrotic damage.  
Blinding Pulse (Recharge 4-6). Each creature in a 20 foot cube within 60 feet of the elemental must make a wisdom saving throw (DC 15). On a failure, each target takes 15 (3d8 + 2) necrotic damage and is blinded. A creature must use its action to re-attempt the saving throw (DC 15) or continue to be blinded.  
 

One with the Darkness

At 14th level, your connection with the Shadowfell is at its peak.

You can use your bonus action to enter an umbral form. In this form, you appear to be magical darkness given shape. While in this form, you have the following benefits: 

  • Creatures attack rolls against you are at disadvantage. 
  • You shed 30 feet of non-magical darkness and an additional 30 feet of dim light. You can spend 5 feet of your movement to teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. This can only be done once per round.
  • You are resistant to all damage except for radiant, and you can move through other creatures and objects as if they were difficult terrain.
  • As an action, you can summon pockets of magical darkness(15ft cube) equal to half your intelligence modifier rounded down within 120 feet of you. These pockets last for 1 minute or until dispelled. If you attempt to summon more pockets of magical darkness, the previous pockets will be dispelled.  

You can use this for once until you take a short or long rest. 

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