Wizard: School of shadowmancy
The School of shadowmancy is a relatively new magic, and so its members are scarce. However, those wizards who do possess this umbral magic can call immense power to their side.
shadowmancers sight-Beginning when you select this school at 2nd level, you gain darkvision with a range of 120 feet. In addition, you gain proficiency in the perception skill.
Umbral infusion-At 2nd level, your shadowmancy spells become infused with umbral might. You can add your intelligence modifier to the damage of a shadowmancy spell.
Umbral armor-At 6th level, your body is strengthened with umbral might. You can add your intelligence modifier to your armor class while you aren't wearing armor.
Veil of shadows at 10th level, you gain the ability to surround creatures with shadowy veils. As an action on your turn, you can attempt to surround one creature you can see within 10 feet of you with a veil of shadows. They must succeed a wisdom saving throw equal to your spell save or be blinded for one minute.
Umbral archmage Starting at 14th level, you have mastered your command of shadowmancy. Choose one 1st or 2nd level spell with the shadowmancy tag. You can cast this spell at will and as a bonus action a number of times equal to your intelligence modifier. you regain all expended uses when you take a long rest.
umbral pulse
1st level shadowmancy
- Casting Time: 1 action
- Range: 60 ft.
- Components: V, S
- Duration: instantaneous
You create a wave of umbral energy and release it outward. Every enemy creature within range must make a constitution saving throw equal to your spell save. On a failure, they take 3d6 necrotic damage. On a success, they only take half as much. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st level.
shadow web
2nd level shadowmancy
- Casting Time: 1 action
- Range: 15 ft.
- Components: V, S
- Duration: 1 minute
You create a shadowy web and hurl it at one creature within range. On a hit they take 2d8 necrotic damage and must succeed a dexterity saving throw or be restrained for the duration. At higher levels: when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot above 2nd.
umbral whip
2nd level shadowmancy
- Casting Time: 1 action
- Range: self
- Components: V, S
- Duration: 1 hour
A whip of shadowy black energy apears in your hand and lasts for the duration. the whip counts as a magic weapon with a reach of 30 ft. on a hit, the target takes 1d8+your spellcasting modifier necrotic damage. the whip can stretch up to 30 ft. from you.at higher levels. when used with a higher level spell slot, the damage increases by 1d8 for each spell slot above 2nd
shadow bolt
3rd level shadowmancy
- Casting Time: 1 action
- Range: 100 ft.
- Components: V, S
- Duration: instantanious
On a hit, the creature takes 7d8 necrotic damage and is hurled back 5-feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each spell slot above 3rd.