You slip partially into the umbral veil, dash through the boundary between light and shadow, and emerge in a violent burst beside your foe. Choose one creature you can see within range. You instantly teleport to an unoccupied space within 5 feet of the target and make a shadow-charged strike.
The target must make a Dexterity saving throw. On a failed save, it takes 4d10 necrotic damage and is briefly phased, reducing its speed by 15 feet until the start of your next turn. On a successful save, it takes half as much damage and its speed isn’t reduced.
Transit Momentum
After you arrive, shadows still cling to your form. Until the end of your turn, your movement does not provoke opportunity attacks, and you may move up to 10 extra feet as part of the spell’s effect.
Light Vulnerability Interaction
If the target is standing in bright light, the shadows struggle to fully reform after your transit; the damage becomes radiant instead of necrotic.
If the target is standing in dim light or darkness, the damage becomes necrotic, and the target has disadvantage on the saving throw.
Higher Levels
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
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