Base Class: Wizard
You focus your studies on the power of shadow magic
Shadow Hop
At 2nd level, you have learned to weave your magic to hop short distances riding your shadow. As a bonus action, you can teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space you left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB necrotic damage.
Shadowy Escape
Starting at 6th level, you can vanish in a wash of shadow in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Consuming Shadow
Beginning at 10th level, the shadows you channel helps ward off harm. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and have shadows rise up around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.
Shadow Stride
At 14th level, you can magically open temporary conduits through the shadowfell. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of shadow and darkness, you all vanish and then reappear up to 1 mile away in an area of dim light or darkness you’ve seen or the nearest patch of dim light or darkness nearby.
Once you use this feature, you can’t use it again until you finish a short or long rest.
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