Base Class: Wizard
The Dark Goddess Shar created the Shadow Weave, a dark reflection of the Weave and a secret interface between the will of the spellcasters and the raw Magic itself.
The Shadow Adepts are wizards that discovered this secret path to cast their spells.
Restriction: Any Alignment Non- Good
Wizards who discover the existence of the Shadow Weave, hurl themselves into the darkness and abyss of the Shadow Weave in order to unlock the secrets unavailable to all.
Your DM can remove this restriction to better suit the campaign.
Darkness Path
When you learn the secrets of the Shadow Weave at 2level and is touched by its dark energy, you gain superior vision in the dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were bright light.
Shadow Weave Wielder
Starting at 2 level, your spells tap the Shadow Weave instead of the Weave. You can choose between one of the following benefits when casting a spell from the schools of Necromancy, Enchantment and Illusion:
- One target forced to make Saving Throws against your spells has Disadvantage on its first Saving Throw.
- You can choose to reroll the damage dice and take the second result.
You can use this feature twice. You regain all expended uses of it when you finish a Long Rest.
Shadow Stride
At 6level you gain the ability to stride in the shadows. As a Bonus Action the Shadow Adept can teleport up to 60 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.
Pernicious Magic
Beginning at 10level your deep knowledge about the Shadow Weave makes your magic stronger and harder to overcome by others spellcasters. Whenever a spellcaster tries to cast Dispel Magic or Counterspell against one of your spells, they must make the ability check required with Disadvantage.
Shield of Shadows
At 14level you learn how to manifest the Shadow Weave power in a defensive way which lasts for 1 minute. As an action, you can surround only yourself with a globe of purple-black force. It ends early if you are incapacitated, are wearing medium or heavy or a shield. You can see and reach normally through the globe, but other creatures see a shaded energy globe that surrounds you granting the following benefits:
- A +5 Bonus to your AC and Dexterity Saving Throws.
- You take no damage from Magic Missile since the globe absorb it.
- Resistance to Necrotic and Cold damage
You can use this feature once and regain it when you finish a Long Rest.
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