Wizard
Base Class: Wizard

The school of shadowmancy is best described as an interdisciplinary study of divination, enchantment, and necromancy. Conceived in an age before spell schools were formalized, shadowmancy attempts to tether and exploit the magical remnants of the past - dead creatures, faded spells, and lost memories all linger on in the weave of magic, and a shadowmancer is able to reach in and manipulate these hidden scraps of reality.

Shadowmancy Savant

When you pick this spell school at 2nd level, you learn the cantrip prestidigitation. If you already know it, you learn another cantrip from the wizard spell list. It does not count against the number of cantrips you know. Your mastery of shadows allows you to also use prestidigitation to snuff out light created by the light and dancing lights cantrips. In addition, when you cast darkness, you can see in it as if it were dim light.

Spell Cloaking

Also at 2nd level, you learn to cloak your spells from even magical means. A creature trying to detect a spell you have cast using detect magic must succeed on a Wisdom (Perception) check against your spell save DC to notice it. Attempting identify requires a successful Intelligence (Arcana) check. In addition, succeeding on these checks only reveals that a spell has been cast, not the nature or school of the spell.

However, spells such as charm person, which reveal themselves to the caster once their duration is over, still do so normally.

Fade

Beginning at 6th level, you can temporarily disperse into shadows to avoid damage. If you take damage and are not incapacitated, you can use your reaction to only take half damage from that source. Until you lose concentration, or until you cast a spell or make an attack, you also have resistance to all damage except force, psychic, and radiant damage.

Shadow Weaving

Beginning at 10th level, you have learned to extract a faint shadow of a creature that has been dead for less than 24 hours. As an action, you touch the body of a large or smaller and a shadow rises from it. The shadow has none of the knowledge or memories of the creature it was created from and no concept of who it was. It has hit points equal to four times the challenge rating of the creature it was created from. It uses your proficiency bonus for ability checks and attack rolls. Otherwise, its statistics are unchanged.

As a bonus action on each of your turns, you can mentally command the shadow if it is within 120 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The shadow remains under your control for 1 hour, after which it disappears, dispersing into the air.

Spell Tether

Beginning at 14th level, your spells linger in the weave long enough for you to grasp their threads and prolong them even after they fade. If any spell you cast is dispelled, or if you lose concentration on it, you can spend an action on your next turn (or within six seconds if out of initiative order) to restore the spell or regain concentration on it. To do so, you must be within 60 feet of the original target of the spell and succeed on a spellcasting ability check. The DC for the check is 8 + the level of the spell.

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