Wizard
Base Class: Wizard

Shadow benders are wizards whose skills have led them down a different path than most. Often with a beguiling quality to them, they have studied illusion and darkness to the point of bending reality in more subtle ways than other wizards. Most find deftness and subterfuge far more rewarding than the explosion of a fireball. This has led some to be drawn into a world of crime and even assasination, as their talents are usually compatible with such endeavors. Just as likely, though, a bender of shadows might be eager to go unnoticed simply due to an introverted nature, a hidden secret, or even be a trickster who loves to confound those around them. It does not always require an evil streak to wish to remain unseen, nor a bargain with dark forces to be happier away from the light.

Subtle Gifts

When you select this subclass, subtlety and guile become second nature to you.

At second level you gain darkvision to a range of 60 feet, or gain darkvision for an additional 60 feet if you have darkvision from another source. You also gain proficiency in two of the following: thieves' tools, stealth, deception or sleight of hand.

Shadow Arts

As your power with the shadow develops, you gain an increased faculty with spells that fool the eye and attack the mind.

At second level you may add your proficiency bonus to the amount of wizard spells you can prepare each day. These spells must be from the illusion school of magic and/or be spells that deal psychic damage. Dissonant Whispers is added to the wizard spell list for you, though it is not automatically known by you.

The Darkening Path

Knowledge, subterfuge, pain or benediction. A range of magical options become available to those that study the darkness, but not without cost. Continued use can drain a mage swiftly of their power. 

Beginning at sixth level, you gain Shadow Points equal to your proficiency modifier. You may spend them on chosen abilities below and regain all points after a long rest. You may also spend a spell slot at any time to regain Shadow Points equal to the level of the slot expended, up to your allowed maximum. 

Choose three abilities below when you gain this trait to use your Shadow Points on. Each ability costs one point per use unless otherwise noted. You gain an additional ability at levels 10 and 15 in this class. When you gain a level in this class you may also swap one ability you know for another.

Dark Cunning: The shadows give you purpose and speed. You may reroll a dexterity or intelligence based skill check. You can do so after the roll, but before the outcome is known. You may select either result.

Shadowblur: Your form wavers. As a reaction you can force an enemy to reroll a successful attack roll against you that you can see. You cannot force the reroll of a critical hit, but neither can the reroll become one.

Unseen Unheard: Your magic becomes apparent even before your intent is revealed. When you cast a spell, you may cast it without verbal or somatic components.

Hidden Path: Those around you gain a sliver of the power of shadows. You may use two shadow points to cast Pass without Trace as an action. It is considered a wizard spell for you.

Umbral Step: You move instantly and unseen. You may teleport up to 15 feet to a place you can see as a bonus action.

Stygian Glide: Until the beginning of your next turn, your movement does not trigger opportunity attacks.

Power Pulse: Your minor magics become accelerated. You may cast a wizard cantrip you know with a casting time of one action as a bonus action.

Absorbtion: Darkness feels no pain. You may reroll a failed concentration save for a spell.

Living Shadow

At tenth level you can create a shadowy facsimile of your form that does your bidding.

Once per long rest as an action you can create a shadowy form that approximates your size and shape. You can see and hear through this shadow, and are blind and deaf to your surroundings while the shadow is active. You may utilise this shadow as if it were you. You may move it, listen, see, and even cast spells through it using your game statistics, with the following amendments. The shadow has an additional +10 to its stealth in dim light and darkness, has darkvision to 120 feet and dissipates entirely if it takes damage. It can move though spaces as small as half an inch and is non-corporeal (and therefore cannot interact physically with its environment, except to take damage). It may be dispelled as if it were a fourth level spell, and requires your concentration. It lasts an hour and can be dismissed by you as a bonus action. If it is destroyed or dispelled by another you take 3d10 psychic damage from the mental feedback.

At One with the Umbra

By fourteenth level, once per long rest your form can become shadowy; your features dissipate and become obscure as you take on an indistinct form.

As a bonus action for the next minute you gain resistance to non-magical, psychic and cold damage, and have advantage on stealth checks.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2021 11:45:31 AM
5
0
--
Coming Soon
10/16/2021 12:47:04 PM
5
0
--
Coming Soon
10/18/2021 2:23:39 PM
8
0
--
Coming Soon
10/19/2021 10:56:59 AM
8
0
--
Coming Soon
10/19/2021 12:55:26 PM
8
0
--
Coming Soon
10/20/2021 11:05:03 AM
9
0
--
Coming Soon
10/21/2021 11:12:45 AM
10
0
--
Coming Soon
10/22/2021 2:33:45 PM
13
0
--
Coming Soon
10/25/2021 1:07:44 PM
17
1
--
Coming Soon
10/26/2021 8:57:17 AM
20
0
--
Coming Soon
10/27/2021 9:46:29 AM
22
0
--
Coming Soon
10/28/2021 12:39:40 PM
24
0
--
Coming Soon
10/30/2021 11:49:15 AM
28
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes