Base Class: Wizard
Born from the interplay of shadow and steel, the Shadowblade specializes in seamless integration of physical prowess with mental domination, turning every encounter into a tactical advantage. These warriors weave shadow magic into their graceful swordplay, moving through the battlefield like wraiths under the cloak of night. Trained in the forgotten arts of the Order of the Veiled Eclipse, Shadowblades are masters of both the blade and the umbral energies that pervade the darker realms of magic. They strike with precision and disappear without a trace, their whispers haunting the dreams of their foes.
War Training
At 3rd level, when you adopt this tradition, you gain proficiency with light armor, proficiency with a one-handed weapon and its weapon mastery, as well as a fighting style.
Shadow's Insight
Starting at 3rd level, your connection to the shadows deepens, enabling you to glean hidden truths about others. If you spend at least 1 minute observing or interacting with another creature outside of combat, you can attune your senses to the whispers of the shadows. The shadows reveal to you one of the following pieces of information about the creature, as you choose:
- Fear: You learn what the creature is most afraid of.
- Desire: You discover the creature’s deepest desire.
- Weakness: You identify a personal or emotional soft spot, such as a need for acceptance or a sense of pride.
- Secret: You uncover a secret that the creature is hiding.
Umbral Invocation
Starting at 3rd level, you can invoke an ancient elven magic steeped in shadow, known as the Umbral Invocation. This arcane ritual draws upon the veiled energies of twilight, enhancing your combat prowess without the encumbrance of medium or heavy armor or a shield.You can use a bonus action to initiate the Umbral Invocation, which lasts for 1 minute. The invocation ends prematurely if you are incapacitated, don medium or heavy armor, use a shield, or use two hands to make an attack with a weapon. You may also dismiss the Umbral Invocation at will (no action required). While the Umbral Invocation is active, you are shrouded in a subtle aura of shadows that enhances your abilities:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Nocturnal Charm
Starting at 6th level, your deep understanding of shadow magic and your intellectual mastery over arcane secrets allow you to weave subtle magic into your words and expressions. You may add your Intelligence modifier as a bonus to Charisma checks when trying to persuade, deceive, or intimidate others. You can use this feature a number of times equal to your Intelligence modifier (minimum of once).
Umbral Mantle
Starting at 10th level, when you activate your Umbral Invocation, the shadows that cloak you become more potent and reactive. The shadows turn dim light within 10 feet of you into darkness and bright light in the same area to dim light. This alteration does not affect your ability to see.
Additionally, flame-like shadows wreathe your body, causing you to become heavily obscured to others. Whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Veil of Nightmares
Starting at 14th level, you harness the deepest shadows to unleash terror upon your enemies. Your mastery over the shadow realm allows you to project nightmarish illusions directly into the minds of those who dare oppose you.
Nightmare Manifest: As an action, you can envelop yourself in a swirling cloak of shadows that reaches out into the minds of all creatures of your choice within 120 feet that can see you. Each affected creature must make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. While frightened by this effect, at the end of each of its turns, the creature must succeed on another Wisdom saving throw or take 4d10 psychic damage. On a successful save, the frightened condition ends, and the creature takes no damage.
You can use Veil of Nightmares twice per long rest.
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