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Blackstaff's Tome of Wizardry
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==School of Nethermancy== This is the iconic practitioner of [[Shadow Magic]], brought forth into 5th edition at long last. Like many [[wizard]] subclasses, one of the Nethermancer's 2nd level features tweaks the spells they can learn. '''Umbral Insights''' lets the Nethermancer halve the time and gold it normally requires to transcribe a spell into their spellbook if the spell in question does any of four things: * Create magical darkness. * Deal Necrotic damage. * Teleport the caster. * Conjures or summons creatures. It also gives the Nethermancer darkvision 120 feet that works even in magical darkness as an added bonus. The other 2nd level feature is '''Casting Shadows'''; when in dim light or darkness, the Nethermancer gains Advantage on Intimidation checks and doesn't need Verbal components for any Wizard spell of 5th or level. 6th level grants the feature '''Step into Darkness'''; this not only adds the spells Darkness and Misty Step to the Nethermancer's spellbook for free, but if the Nethermancer starts in an area of dim light or darkness and then Misty Steps to another area of dim light or darkness, they can both Hide as part of the same action and regain the spellslot they used to cast Misty Step. This can be done 3 times per short rest. 10th level's '''Unraveling Shadows''' empowers any spells that deal Necrotic or Psychic Damage, meaning that the Nethermancer can designate a single target when they cast spells that do those damage types; if the target has Damage Vulnerability to any damage type, it gains Damage Vulnerability to the triggering spell, but if they don't have that trait, then the spell simply does bonus damage equal to the Nethermancer's Intelligence modifier against that designated target. Finally, at 14th level, the Nethermancer gains '''Conjured Gloom''', which can be used to empower a Conjuration spell that summons or creates creatures in either or both of two ways. Firstly, the Nethermancer can cause the space in which each creature first appears to become heavily obscured by magical darkness until the end of the Nethermancer's next turn. Secondly, the Nethermancer can infuse the creature(s) with shadow energy; they gain +15 temporary HP, Advantage on Stealth checks, Darkvision +60 feet, and Sunlight Sensitivity.
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