Base Class: Wizard
A shadowmancy wizard, studying in the dark, they have studied how to make the shadows work for them. They can envelop creatures in shadows. Shadows have an interesting nature where they hold what they touch and represent darkness and illusion.
Dark Perception
Beginning at 2nd level, your eyes are used to catching shadows and being observant in the dark. You have advantage on Wisdom (Perception) checks in bright light and you can see through magical darkness up to 60 feet.
Convincing Shadows
Also, at 2nd level, in the darkness, you can fool other people's eyes easier. Whenever a creature rolls for a check or saving throw against your illusion spells where the illusion is in dim light or darkness, the creature rolls at disadvantage.
Shadow Snare
At 6th level, you can extend a veil of shadow over a creature that you can see. As an action, a creature that you choose within 30 ft of you must make a dexterity saving throw against your spell save dc. On a failed save, the target is enveloped in magical darkness for 1 minute and is considered shadow snared. On a successful save, no affect occurs.
A shadow snared creature that can't see through magical darkness that they are enveloped in is blinded and their area they occupy is heavily obscured. A creature that can see through the magical darkness are unaffected by the blindness and the heavily obscured area. A creature that doesn't rely on sight such as blindsight is unaffected by the blindness and heavily obscured area
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses on a long rest.
Unseen Assistance
At 10th level, when you cast a spell in dim light or darkness, you can upcast it by one level without expending a higher spell slot. Example, you can cast a 4th level fireball with a 3rd level spell slot. You can't cast a spell higher than you would normally be able to cast without this feature.
You can use this feature a number of times equal to your intelligence modifier (minimum of 1). You regain all expended uses on a long rest.
Snare and Restrained
At 14th level, you can use your bonus action to strangle any number of shadow snared creatures. A use of this feature forces one or more shadow snared creature to make a strength saving throw against your spell save dc. On a failed save, they take 6d6 necrotic damage and are effected by the restrained condition until the beginning of your next turn. On a successful save, the target takes half as much damage and isn't restrained.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/4/2021 8:30:04 PM
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3
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1
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5e
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Coming Soon
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