Base Class: Wizard
The Shadow Weave is a force of magical energy which originates from deities of shadows such as Mask, Cyric, and Shar and from the plain of shadow itself, also called the Shadowfell. Wizards who study this dark power do so through careful research into the plane of shadow and its creatures, and no persuer of this power is able to obtain it without paying a great cost, either to themselves or to someone else.
Shadowfell Corruption
Each user of the Shadow Weave is corrupted by contact with its power, when you select this school at 2nd level, roll 1d6 to determine how this manifests when shadowcasting.
Shadowfell Corruption Table
| D6 | (CORRUPTION) |
|---|---|
| 1 | Shadows close by you seem to squirm and writhe. |
| 2 | Liquid darkness bleeds from your obsidian eyes. |
| 3 | Menacing whispers fill the air around you with threats. |
| 4 | Your nostrils, and mouth leak black sulfurous smoke. |
| 5 | Shadowy creatures appear to crawl over your body. |
| 6 | Your skin becomes webbed with pulsing black veins. |
Umbral Secrets
When you choose this tradition at 2nd level, you become attuned to the shadows, gaining darkvision out to 100 feet.
Your innate understanding of the magical properties of shadows also gives you proficiency with the Arcana and Stealth skills. If you are already proficient, your proficiency bonus is doubled for any ability check made with those skills.
Shadowcasting
Starting at 2nd level, you learn to shadowcast spells. Using a bonus action, you may infuse shadowstuff into a prepared illusion spell to sculpt and solidify it, mimicking the effects of an evocation spell.
The evocation spell you choose must be of the same level, on your spell list, and is chosen at the time of casting. Until you next prepare spells, the chosen illusion spell is removed from your prepared spells and a shadowcast version of the evocation spell you select takes its place, this evocation spell can be cast normally. At 6th level, you can also mimic conjuration spells using this ability.
Shadowcast spells count as illusion spells for the purposes of resistances and immunities, half of any damage becomes psychic damage, and all fire damage becomes cold damage. Any saving throw becomes an intelligence save, and the spell does half damage on a successful saving throw.
Spells which heal hitpoints, deal radiant damage, or give off light do not do so when cast using shadowcasting.
Shadow Step
At 6th level, you gain the ability to step from one shadow to another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. The first melee attack made against you has disadvantage, if made before the beginning of your next turn.
Animated Shadow
At 10th level, you can animate your shadow as an extension of your body in such a way that you can use it to interact with objects within 10 feet of you, can be used to deliver melee spell attacks within 10 feet, and can also preform the somatic components of spells you cast, even if you are grappled, pinned, or restrained.
As a reaction you may also interpose your shadow between yourself and an attack made against you within 10 feet, imposing disadvantage on the attack roll.
Shadewalker
At 14th level, you gain the ability to walk the shadows, using a bonus action you may teleport yourself at will to any area of less than bright light within range, as with the spell dimension door, vanishing and appearing in a shadowy mist.
Additionally you may cast plane shift without expending a spell slot or material components, this may only be used to transport to or from the plane of shadow, you may use this ability twice, and you regain all uses on a long rest.
Previous Versions
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