School of Shadowmancy

Subclass of: Wizard

In the ancient lore of the arcane, there lies a lesser-known school of magic, hidden within the folds of darkness: the School of Shadowmancy. These practitioners shun the flamboyant pyrotechnics of their evocation counterparts, choosing instead the subtle and elusive power of shadow. Their art finds roots in the ethereal plane of Shadowfell, drawing on its raw, umbral energies to shape reality subtly but profoundly. Shadowmancers are often perceived as enigmatic figures, wrapped in mystery as much as their preferred element. Their path is one of intrigue, manipulation, and control, requiring an understanding of the unseen and the ability to blend darkness and light. The power of a Shadowmancer is as much about what it conceals as what it reveals, teaching its students the delicate balance between illusion and reality, between seen and unseen, between light and shadow.

Dive into the enigmatic world of shadows with the School of Shadowmancy, a unique wizard subclass. At 2nd level, gain proficiency in Stealth and learn to craft a shadowy double of yourself, confounding enemies while obscuring the battlefield with magical darkness. Progress to envelop yourself in a protective "Cloak of Shadows" at level 6, and by level 10, control deeper darkness, seen only by those you allow. At the pinnacle of your power at level 14, you become a true Master of Shadows, commanding shadows to restrain and damage enemies while cloaking yourself in invisibility. Harness the subtle power of the shadows and turn the tide of battle to your favor with the School of Shadowmancy.

Shadowmancy Initiate

Upon choosing this school at 2nd level, you gain the ability Shadow Conjuration. You also gain proficiency in Stealth.

Shadow Conjuration allows you to use your bonus action create a shadowy double of yourself. The double remains for 1 minute, is indistinct, and can't be attacked or interact with its environment. Until the start of your next turn, attack rolls against you have disadvantage as your image flickers between you and your double. You can use this feature a number of times equal to your Intelligence modifier, regaining all uses after a long rest. Radiant attacks and damage ignores the disadvantage and destroys the double.

Conjure Shadows

Also at 2nd level, you learn how to summon the darkness to aid you. When you cast a Conjuration spell of 1st level or higher, you can also create an area of magical darkness, which fills a 15-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a light spell of 2nd level or higher is cast into it. You can use this feature a number of times equal to your Intelligence modifier, regaining all uses after a long rest.

Cloak of Shadows

At 6th level, you can use your action to draw shadows around you, creating a protective shroud. For 1 minute, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Once you use this feature, you can't use it again until you finish a long rest. 

You may pass through light debris, creatures, and small objects but cannot pass through walls, solid surfaces, or into an object.

Deeper Darkness

At 10th level, your ability to manipulate shadows has deepened. When you use your Conjure Shadows feature, the darkness you create can now be dispelled only by a light spell of 3rd level or higher. Additionally, you and creatures you designate, up to two, at the time you cast the spell can see through the darkness, and magical light can't illuminate it. You can use this feature twice, and you regain all expended uses when you finish a long rest.

Master of Shadows

At 14th level, you have achieved the pinnacle of Shadowmancy. When you cast a Conjuration spell of 1st level or higher, you can also choose one creature you can see within 30 feet of you. The shadows you command reach out and restrain the creature, providing it fails a Strength saving throw against your spell save DC. While restrained by the shadows, the creature takes 2d6 necrotic damage at the start of each of its turns. The shadows dissipate if you use this feature again or if the creature takes any damage, other than the damage from the restraint. The creature can continue to make saves as an action. The DC is decreased by 1 with each attempt. 

You can use this feature once, and you regain the ability to do so when you finish a long rest.

In addition, when you use your Cloak of Shadows feature, you become completely surrounded by shadows, gaining the benefits of the invisibility spell for the duration.