Shadow Weave Wizardry
SHADOW ADEPT
Starting at 2nd level, when you choose this arcane
tradition, you can use the shadow weave to cast your
arcane spells. When you cast a spell of the
Enchantment, Illusion, or Necromancy school that
require a saving throw, you can use a bonus action to
impose disadvantage on the saving throw of a creature
you can see within 60 feet of you.
You can use this feature a number of times equal to
you Intelligence modifier (a minimum of once). You
regain all expended uses when you finish a long rest.
DARK SIGHT
Also at 2nd level, you can channel the magical energy to
see through the Shadowfell. You can see on dim light
within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. Additionally, you can
use an action to see within 60 feet through magical
darkness until the start of your next turn.
When you reach the 11th level, you can use a bonus
action to see through magical darkness until the start of
your next turn.
SHADOW SHIELD
At 6th level, you can create a sphere of darkness around
you to protect you from attacks. As an action, you create
a sphere of darkness that surrounds you, and moves
with you, keeping you inside it for 1 minute. While you
are inside the sphere, you gain resistance to radiant
damage, and to necrotic damage. Additionally, a
creature suffer disadvantage on attack rolls against
you.
Once you use this feature, you must finish a short or
long rest before you can use it again.
SHADOW WALK
Starting at 10th level, you can freely travel to the
Shadowfell. When you cast a spell of the Enchantment,
Illusion, or Necromancy school, you can use a bonus
action to enter the Plane of Shadows. You can move in
the Shadowfell, but you can’t end your movement in a
place occupied on the plane you were. While you are on
the Plane of Shadows, you can see the objects and
creatures on your previous plane in spectral forms, and
you can move through such objects and creatures as if
they were difficult terrain, but you can’t attack or cast
spell on them. Such creatures can’t see you or attack
you while you are in the Shadowfell. At the start of your
next turn, you must cast another spell of the
Enchantment, Illusion, or Necromancy school to remain
in the Shadowfell, or you must use a bonus action to go
back to the previous plane. If you don’t do so, you are
ejected from the Plane of Shadows and cannot take
actions this turn.
ANIMATE SHADOW
At 14th level, your shadow can leave you and act freely
as you wish. As an action, you can animate your own
shadow for 1 minute. During this time, you do not cast
your shadow anymore, becoming an independent
creature. You control your shadow that acts on your
turn.
Your shadow is an undead that has half your hit point
maximum, and has AC 10 + it Dexterity modifier. The
ability scores, saving throws, and speed of the shadow
are the same as yours. The shadow has darkvision 60 ft,
resistance to bludgeoning, piercing, and slashing
damage form nonmagical attacks, and to necrotic
damage, immunity to turn undead, and vulnerability to
radiant damage.
You can see and hear anything your shadow can see
and hear, and you can use a bonus action to command it
mentally. The shadow can cast the spells
blindness/deafness, darkness, darkvision, fear, fog
cloud, and ray of enfeeblement, once each. The shadow
also can cast the cantrips minor illusion, and chill touch
at will. The shadow has the same caster level that you.
You can use your action to make your shadow cast a
wizard spell you know of the Enchantment, Illusion, or
Necromancy school. You must expend the spell slot as
normal, but the origin point of the spell is your shadow
instead of you. Additionally, when you take damage
from a source you can see, you can use your reaction to
direct the damage to your shadow instead. You must
decide direct the damage after know you take it, but
before know the result of the damage.
If your shadow drop to 0 hit points, it returns to an
ordinary shadow and you take 5d6 psychic damage
when the mental link between you both are broken.
Once you use this feature, you must finish a long rest
before you can use it again.
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