Base Class: Wizard
This wizard subclass mainly focuses on the use of dwemors, ritualistic, ancient magic that involves losing one's vitality for an effect (called dwemors). These dwemors manipulate both the mind, body, and shadow. Resulting, in an eldritch, accursed-looking form of magic.
Looming Shadows
Beginning when you select this subclass at second level, you gain proficiency in Arcana and Stealth. If you are already proficient, your proficiency bonus is doubled for those skills.
You may also snuff out candlelight with your fingertips.
Dwemors
Shadows are hungry.
Dealing a set amount damage to yourself on a bonus action, you can choose between one of the following effects, called dwemors. You can only have one of these effects active at a time. Each dwemor lasts for a minute or until you choose to end them.
As you deepen your study of dwemors, they will become empowered.
- Dread. Take four damage. After, target one creature within sixty feet of you. They must roll a wisdom save against your spell save DC. If they fail, they are frightened and must get as far away from you as possible. If they succeed, they gain immunity against this effect til the next day.
- Hunger. Take six damage. After, pick a target within sixty feet. This target is now cursed for the duration. Whenever you hit the target, you deal an extra 1d4 of necrotic damage.
- As of 6th level, this dwemor is enhanced. Taking an extra six damage on top of the initial damage (IE- 12 damage total) you may now do an extra 2d4 damage upon a hit.
You may choose to sacrifice an extra 6 HP for an extra 1d4 as many times as your proficiency bonus (IE - at 6th level, you may deal 6X3, or eighteen damage to yourself in exchange for 3d4 extra damage on a hit).
- Bane. Take six damage. After, choose a target within sixty feet of you. This target is now cursed. If the target makes an ability check, attack roll, or saving throw, it must subtract 1d4 from its roll.
Terror
Starting at 6th level, the dwemors have begun warp you into a horrifying entity, one representative of your worst traits. Through rigorous study, you’ve managed to keep a hold on your humanity and may use this alternative self to your advantage.
- Using your action, choose one creature. This creature must roll a wisdom saving throw against your spell save DC. If the creature fails, they see you as the horrifying entity. They take 4d6 psychic damage. They are also considered frightened of you until your next turn. If they succeed, the creature is not frightened and takes half damage.
- Using your action, chose five creatures in a thirty-foot radius around you. They must make a wisdom save against your spell save DC. If they fail, they are considered frightened of you for one minute.
- At 10th level, this ability is enhanced. You may choose to deal 3d6 to three creatures or, if you target one creature, you deal 6d6 psychic damage.
Enhanced Dwemors
You’ve continued your study. You’ve gotten stronger and as have your dwemors, granting you new dwemors to choose from. These are, unless otherwise stated, bonus actions. They may, unless otherwise stated, be ended on a bonus action. There also can only be one dwemor active at a time, as with the last few.
- Devour. Take eight damage. After, choose one creature. From the targets shadow, inky tendrils grab and tear, hungry. They must roll a constitution saving throw against your spell save DC. If they fail, their movement speed is halved for the duration and they take 1d6 necrotic damage. The damage does not occur on subsequent turns. If they succeed, they take half damage and their movement is not affected.
- As of 10th level, this dwemor is enhanced. Taking an extra eight damage on top of the initial damage (IE- 16 damage total) you may now do an extra 1d6 damage upon a hit. You may choose to sacrifice an extra 8 HP for an extra 1d6 as many times as your proficiency bonus (IE - at 10th level, you may deal 8X4, or 34 damage to yourself in exchange for 4d6 damage).
- Shade Skip. Take eight damage. Choose one unoccupied space within thirty feet of you. This space must be in dim light or darkness and you must be able to see it. You may teleport to that space. The first melee attack made against you has disadvantage, as long as it is made before your next turn.
- Ghast. Take away eight HP as an action. For one minute, you become rather ghostly, translucent, one with the shadows. Going through walls and the like. You cannot go through walls more than five inches thick, creatures, or end the duration while inside an object. Attacks against you have disadvantage for the duration and you cannot attack others for the duration. If you want end this dwemor early, you must use your action to do so.
- Protect. Take eight damage. After, the shadows leap to protect you. If you are attacked within the duration, you may use your reaction to roll a spell attack against the attacking creature’s AC. On a hit, the creature takes 3d6 necrotic damage. If it misses, you may do this once again. Once the effect has protected somone successfully, it disperses.
- As of 10th level, this dwemor is enhanced. Taking an extra eight damage on top of the initial damage (IE- 16 damage total) you may now do an extra 1d6 damage upon a hit. You may choose to sacrifice an extra 8 HP for an extra 1d6 as many times as your proficiency bonus (IE - at 10th level, you may deal 8X4, or 34 damage to yourself in exchange for 4d6 damage).
Dwemor Touched
The dwemors have given you a lovely gift.
As of 10th level, you are immune to the frightened condition and resistant to being charmed.
In addition, your dwemors have become empowered, as per the descriptions say, as well as your Terror ability becoming empowered.
Cloak of Moors
As of 14th level, the dwemors have given you a cloak of shadows. The cloak lasts one minute. During the duration, you have a +2 bonus to both your AC and Dexterity saving throws, you have resistance to cold and necrotic damage, and enemies that can see you have disadvantage against your Terror in Shadows ability.
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