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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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