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Wizard (Shadowcaster)


Hit Points

Hit Dice: d6 per Wizard (Shadowcaster) level
Hit Points at first Level: 6
Hit Points at Higher Levels: 1d6 + constitution mod

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Overview & Creation

A shadowcaster is a wizard who takes advantage of darkness in all its forms. Whether through some dark pact, an innate connection to the plane of shadows, or even the darkness in one's own heart, a shadowcaster wizard can bend natural and unnatural darkness to their whims to harm foes, vanish from sight, and bypass obstacles.


 


Class Features

Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.   For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.   Arcane Tradition When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of several schools, such as Evocation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.   Signature Spells When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a dagger (a) a component pouch or (b) an arcane focus (a) a scholar's pack or (b) an explorer's pack A spellbook


Spellcasting

Table: The Wizard Spell Slots per level

Level Proficiency Bonus Features cantrips known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 Spellcasting,Arcane Recovery 3 2 - - - - - - - -
2nd 2 Arcane Tradition 3 3 - - - - - - - -
3rd 2 - 3 4 2 - - - - - - -
4th 2 Ability Score Improvement 4 4 3 - - - - - - -
5th 3 - 4 4 3 2 - - - - - -
6th 3 Arcane Tradition feature 4 4 3 3 - - - - - -
7th 3 - 4 4 3 3 1 - - - - -
8th 3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th 4 - 4 4 3 3 3 1 - - - -
10th 4 Arcane Tradition feature 5 4 3 3 3 2 - - - -
11th 4 - 5 4 3 3 3 2 1 - - -
12th 4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th 5 - 5 4 3 3 3 2 1 1 - -
14th 5 Arcane Tradition feature 5 4 3 3 3 2 1 1 - -
15th 5 - 5 4 3 3 3 2 1 1 1 -
16th 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th 6 - 5 4 3 3 3 2 1 1 1 1
18th 6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th 6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th 6 Signature Spell 5 4 3 3 3 3 2 2 1 1
Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.   Cantrips   At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.   Spellbook   At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.   Preparing and Casting Spells   The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability   Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.    
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier
      Ritual Casting   You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.   Spellcasting Focus   You can use an arcane focus as a spellcasting focus for your wizard spells.   Learning Spells of 1st Level and Higher   Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).


Subclass Options

Shadow vision When you choose this tradition at 2nd level, you gain Darkvision to 60ft, if you already darkvision you may now see through magical darkness   One with the Dark Additionally, at 2nd level you may become one with the shadows, as an action while in dim light or darkness you may turn invisible, you remain invisible until you deal damage, cause a saving throw, take damage, or enter bright light. This also ends if you move more than half your base walking speed, rounded up. As a bonus action while invisible you may teleport up to 60ft, this area must be in dim light or darkness.   Shadow Barrage starting at 6th level, as an action while invisible you may fire a number of magic missiles equal to your spellcasting modifier. This does not end the invisibility. You may do this a number of times equal to your Intelligence modifier (minimum 1) per short rest.   Shadow Sequester at 10th level you can use your own shadow to gain the One with the Dark feature. As long as you are touching the ground, you can use One with the Dark in any light level. You can also squeeze through gaps as narrow as one inch without making a check so long as the gap exists in an area of dim light or darkness.   Shadow Assault at 14th level, you may add your proficiency to the number of magic missiles you fire using Shadow Barrage as well as the number of times you can use Shadow Barrage.


Created by

Greycoat.

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