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Penumbral Mage

Penumbral mages are decidedly villainous in nature, and thus best used by non-player characters. Consult your GM before choosing this tradition.

Lore. Masters of shadow magic techniques stolen from their ancient masters, the penumbral lords continue to exploit their ill-gotten knowledge. Your affinity for darkness and your ability to bend shadows to your will has earned you infamy among not just the superstitious commonalty, but other wizards as well.

Shadow Savant

Beginning when you select this school at 2nd level, the gold and time required to copy any spell related to darkness or shadows into your spellbook is halved.

Darkvision

Also starting at 2nd level, you gain darkvision out to 60 feet. If you already have darkvision, or when you cast the darkvision spell, its range increases by 30 feet. Starting at 14th level, magical darkness no longer impedes your darkvision.

Shadow Art

At 6th level, you learn darkness. You may cast darkness using a spell slot of higher than 2nd level. When you cast it using a spell slot of 3rd level or higher, if any of the spell’s area overlaps with an area of light created by a spell equal to or less than the level of the spell slot you used, the spell that created the light is dispelled.

Shadow Step

Starting at 10th level, as an action, you can teleport up to 60 feet to an unoccupied space that you can see in an area of dim light or darkness. Once you use this feature, you can’t use it again until you finish a short or long rest or you cast an illusion spell of at least 1st level.

Shadow Casting

Starting at 14th level, you can draw the power for some of your simpler spells from the Shadow Plane, at a cost. When you cast an illusion or any other shadow or darkness-related spell of 1st through 5th level, you can do so without expending a spell slot.

The first time you do so, reduce your current hit points by 1d8 per level of the spell immediately after you cast it. If you use this feature again before you finish a long rest, reduce your current hit points by 2d8 per level of the spell. Each time you use this feature again before finishing a long rest, the hit point reduction per spell level increases by 1d8.

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