Wizard
Base Class: Wizard

What lurks in the spaces between light and darkness?  It is the horror of unknown blackness grasping at you from a place beyond imagination, bringing your own fears to life.  For there it skulks silently, a part of every object and living thing, a possible portal to the realm of shadows.  Shadow mages study the relationship between darkness and light. The order of shadows is built around the premise that all shadows are actually connected in some way to the Demi-plane of Shadow.  They have learned to tap into this dark mirrored relationship between material worlds and the realm of shade.  While shadow mages are not necessarily evil, most tend to be grim characters who are at home in the darkness.

Looming Shadows

2nd level Order of Shadows feature

As an action you can gather shadows in a 60' radius around you for 10 minutes. 

  • Shadows in the area elongate and become more pronounced.  Even objects and creatures in direct full light create over sized unnatural shadows.
  • The light surrounding you dims as shadows gather around you.  Your body and facial features become lightly obscured. 
  • You gain advantage on stealth checks with a visual component. 
  • As a bonus action you can extinguish any natural candle, torch, or camp fire within 60' of you.

 

Grasping Shadows

2nd-level Order of Shadows feature

Using and action, you make a brief connection between a target’s shadow and the realm of shadows. From the target’s shadow, grasping tendrils of their shadow lash out pulling away their essence. The target must make a Constitution saving throw or suffer 1d8 necrotic damage per proficiency bonus and lose half of their movement on their next turn. If the target makes their saving throw they take half damage and their movement is not affected. 

For each 1d8 die of damage, the wizard may select a different target.  A target can be subject to more than one die of damage but they are only required to make one saving throw no matter how many damage die they affected by.  Each target must be within 60' of the wizard.  This feature may be used once per proficiency bonus each long rest.

Shadow Step

6th-level Order of Shadows feature

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make before the end of the turn.

 

 

Shade Touched Soul

10th-level Order of Shadows feature

At 10th level a wizard of the Order of Shadows has touched the plane of shadow so many times that their own life force has become infused with qualities from that dimension. 

  • You have resistance to necrotic and cold damage.
  • Gain immunity to the frightened condition.

Shadow Monsters

14th-level Order of Shadows feature

At 14th level you can draw from the realm of shadow and infuse a creatures shadow with a life of its own.  You may cause any number of creatures shadows, within 30', to fill with malcontent for their owners. They detach from their owners leaving them without a shadow for the duration of this ability. The shadows look like misshapen versions of their owners. Each shadow has the same stats as a Shadow in the Monster Manual.

The shadows attack immediately after your turn.  The very first time a shadow attacks, it gains advantage.  The shadow's owner is the only target it will attack.  It will do everything it can to pursue its owner and attack it mercilessly.  The shadow will last until it dies, its owner dies, or 1 minute has passed since it was created.  If the shadow kills its owner, a new shadow is not created. This ability requires an action to use and cannot be used again until after the end of a long rest.

 

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