Shadowcraft Mage

A Shadowcraft Mage is a gnome caster that has extensive skill in using shadows to create illusions. This class is a Racial Prestige Class exclusive to the world of Erath, and is only available to the Forest Gnomes.

## Class Features

Shadowcraft Mage Features
Level
Level
No attribute scores less than 9
 2nd
No attribute scores less than 12
 3rd
No attribute scores less than 15

### Spellcasting

You gain the ability to cast spells, Intelligence is your spellcasting attribute. You can cast spells from the Wizard spell list (you must acquire a spell book) but only from the Illusion school, and your available spell slots are the same as a level 5 Wizard (at Shadowcraft Mage level 2 you have spell slots that are the same as a level 8 Wizard, and at Shadowcraft Mage level 3 you have slots that are the same as a level 10 Wizard).

If you already have the Spellcasting ability then you gain the ability to learn and cast spells from the Wizard spell list (you must acquire a spell book) but only from the Illusion school, and all of your spell slots for each spell level, up to and including level 5, increases by an amount equal to your Shadowcraft Mage level.

If you already have the Wizard Spellcasting ability then your spell slots for each spell level, up to and including level 5, increase by an amount equal to twice your Shadowcraft Mage level.

If you have multiple Spellcasting abilities, only one of them can be affected by this feature. You can choose which one to affect when you gain a level in any Spellcasting class.

### Cloak of Shadows

You can cloak your form in shifting shadows, which renders you immune to the effects of Darkvision (i.e. creatures with Darkvision cannot see you in total darkness) and you gain proficiency in the Stealth skill if you don’t already. While you are in total darkness, attacks made against you via non-magical means have disadvantage to hit. You can engage or dispel this ability’s effect on you at any time, no action required.

### Shadow Illusion

Illusion magics that you cast, while both you and the illusion, are in dim-light or darkness, the illusion takes on physical substance, and can be interacted with as if they are real. The physical properties of the illusions disappear if exposed to bright light.

### Shadow Magic

When you are engaged in combat in dim-light or darkness, you can evoke the power of shadows around you to turn the tide of battle in your favor. As an action, you force all hostile creatures within 50’ of you who are not standing in bright-light to make a DC 18 Constitution save, those who fail suffers the following penalties:

* Movement speed reduced by 50%
* Inability to use the Dash action
* Suffer disadvantage on Dexterity based saves, skill checks, and attacks
* Take 3d10 Force or Psychic damage (your choice) at the start of each of their turns

So long as the creature remain within 50’ of you, they will be affected by the above conditions for the next minute. If at any time bright light, magical or otherwise, is introduces into the effective area, creatures standing completely in the bright light are temporarily freed from the above conditions, however as soon as they leave the area of bright light (and as long as they remain within the area of this feature) they are once again affected. You can use this feature once per long rest.