Wizard
Base Class: Wizard

The school of Umbramancy teaches the rare art of controlling darkness and shadows. Shadow Wizards, as they are often called, are even known to cause shadows to become solid, tangible projections. The typical shadow wizard tends to be more aloof than other's with magical talents. Many tales exist of umbramancy driving people to madness, both victim and user alike.

Shadow Magic

When you take this school at 2nd level, you learn the subtle art of manipulating shadows. Most notably, you are able to extend out others' shadows into a physical form. Whenever you cast a spell of 1st level or higher, you may manifest the shadow of a creature you can see within 60 feet of you.

The Shadow Manifest has 1 hit point, is immune to all conditions, uses your saving throw modifiers, and has an Armor Class equal to 13 plus the level of the spell cast. The Shadow Manifest moves with its anchoring creature (the creature who's shadow you manifested) and occupies the same space, but is otherwise intangible. When its anchoring creature dies, a Shadow Manifest is destroyed.

You may also dismiss a Shadow Manifest as a free action. You may cast spells from a Shadow Manifest as though they originated from you, and as a bonus action you may have a Shadow Manifest's anchoring creature make an Intelligence saving throw against your spell casting DC, taking 2d6 psychic damage on a fail and half on a success.

Clinging Shadows

Beginning at 6th level, the shadows you control twist and tangle around your foes, strangling them with their own essence. When a Shadow Manifest is destroyed as a result of taking damage, it produces a 15 foot radius sphere of magical darkness for 1 minute, centered on where it was destroyed.

You can now see in darkness, even magical, up to 60 feet. Whenever you make an intimidation or stealth check, if you are in darkness or shadows, you add 1d10 to the roll.

Oubliette

At 10th level, the shadows you hold under your mastery now sap the will and strength of your enemies. Spells cast against creatures with a Shadow Manifest anchored to them now have a +2 bonus to attack and damage rolls, and a +2 increase to save DC.

Any area of darkness or shadow within 60 feet of you is difficult terrain for hostile creatures.

Count The Shadows

At 14th level, you cast shadows in ways that go against the traditional laws of the universe. Now whenever you anchor a Shadow Manifest to a creature, you anchor a second one to them as well.

In addition, if you would be reduced to zero hit points, you instead remain at 1 hit point unless all Shadow Manifests are also destroyed.

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