Wizard
Base Class: Wizard

Across the realm of Valrond, Many Elvish children are told the story of Icarus DeLeon, a mage from what is now called The Drowlands, who consorted with Lolth and embraced the teachings of shadow magic he was given until he was eventually consumed by it. Although this is where the story ends from the children's perspective, their parents held many secrets from their offspring such as the name of the tradition that Icarus had created: the School of Phantasm. Those who uncover the secrets of shadow magic and begin the practice of DeLeon's lost art can learn to master illusions, with the School of Phantasm allowing you to bend shadows to your will, bring illusions into reality and even bend the core concepts of darkness itself upon mastery of this school.

Eyes of The Spider Queen

Beginning when you select this school at 2nd level, the knowledge granted to the first shadow mage is now granted to you. You gain darkvision in both magical and nonmagical darkness to a range of 60 ft. If you are already granted nonmagical darkvision by another feature, its range increases by 30 ft.

Midnight Whispers

Beginning at 2nd level, you can attempt to infiltrate the mind of a target when you cast a spell. As a reaction when a target succeeds on a saving throw against one of your wizard spells, you can force them to reroll the saving throw as an Intelligence saving throw.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Phantom's Weave

Starting at 6th level, the Silent Image and Major Image spells are added to your spellbook if they aren't in the spellbook already. You can use them to recreate shadows of other spells.

At the end of a short or long rest, you may choose one 1st level spell and one 3rd level spell from the Wizard spell list. These are known as your Phantom Spells. When you cast either Silent Image or Major Image, you may create shadowy illusions of the Phantom Spell of the correlating level (For example, you could cast Silent Image to create a phantom version of Magic Missile).

The effects of these spells proceed as if you'd cast them regularly. If the spell would normally deal damage, this damage is halved due to the warped and shadowy nature of the spell.

Orb of Night

Beginning at 10th level, you can summon shadows to protect you in the heat of battle. When a creature you can see announces an attack roll against you, you can use your reaction to envelop yourself in a 10 ft. radius sphere of magical darkness (as if created by the Darkness spell) until the start of your next turn, forcing any attack roll against you, including the triggering attack roll, to be made at disadvantage. You must choose to use this feature before the attack is rolled.

Creatures that don't rely on sight to attack you are immune to this feature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

DeLeon's Nightmare

Starting at 14th level, you can bend the effects of your enemies into shadowy illusions, dispersing them completely. When a spell or magical effect is activated, you can choose one target of that spell or magical effect that you can see within 30 feet of you (including yourself). As a reaction, you cause shadows to twist the the spell or magical effect into incorporeal illusions, negating it completely for that target and causing them to suffer no effects from it. The spell or magical effect still proceeds as normal for all other targets.

Once you use this feature, you cannot do so again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/10/2023 11:31:28 PM
5
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes