School of Nethermancy
The nethermancer’s methods were devised when renegade wizards fled to the Shadowfell long ago and delved into the plane’s secrets and the malign influence found there. These original nethermancers identified shadow magic as the impetus for the Shadowfell’s creation. The strength of shadow magic derives from the dark stuff that the primordials rejected when they first gave form to substance. Nethermancers focus their efforts on extricating shadow from various environments, then blending it with arcane forces to create magical effects. Among other manifestations, such spells excite or dull the senses, spin creatures from raw shadow, and punch holes through reality to allow swift passage.
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy or illusion spell into your spellbook is halved.
Shield of Shadow
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you gain a number of temporary hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
At 6th level, you add the darkness spell to your spellbook if it is not there already.
You can see in magical darkness as if it was dim light.
Beginning at 10th level, your shadow can become temporal and guard you as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose your shadow between the attacker and yourself. The attack automatically misses you, then the shadow returns to its normal state.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Cloak of Shadows
At 14th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible.
You remain invisible until you make an attack, cast a spell, or are in an area of bright light.