You invoke chaotic essence to manifest a living bastion of shadow, filling a 20-foot radius centered on yourself with shifting, fractal darkness. Shadow shards swirl unpredictably, striking from hidden angles while blinding and unsettling your foes.
Allies. Each allied creature (including you) that starts its turn in the aura or enters it for the first time on a turn gains temporary hit points equal to 1d4 + 2 (maximum of 6 per turn). While inside the aura, allied creatures also gain a +1 bonus to saving throws.
Enemies. Each hostile creature that starts its turn in the aura or enters it for the first time on a turn must make a Charisma saving throw against your spell save DC. On a failed save, the creature has disadvantage on attack rolls and ability checks until the end of its next turn. On a successful save, the creature instead takes 1d6 necrotic damage.
Umbral Surges
At the start of each of your turns while concentrating on this spell, roll a d6 to determine which surge manifests:
1–2. Velvet Reprieve. Each ally in the aura gains 2 additional temporary hit points.
3–4. Umbral Spikes. Each enemy in the aura takes 1d6 necrotic damage.
5. Ebon Shackle. Choose one enemy in the aura. That creature must succeed on a Strength saving throw or be restrained until the start of your next turn.
6. Wavering Veil. Each creature in the aura must succeed on a Wisdom saving throw or have its speed halved until the end of its next turn.
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