Sorcerer
Base Class: Sorcerer

An infamously evil and deeply mistrusted art, Shade Summoners are gifted with dark powers to gather and manipulate darkness into matter to create shadowy abominations to serve them. They are often shunded by society for being unnatural and evil, for the gift has a long and bloody history. A wealder of this ability could have gained it through being a disendant of this bloodline, an ancestor's devilish deal, or even unfortunate conception. Wielders of the dark gift should be vigilant of their choices, as their life could fall into chaos if they reveal their true identity.

Dark Affinity

Starting at level 1, your ability to manipulate shadow has granted you an affinity for it. You gain Darkvision with a range of 120 feet, and can see through magical darkness.

Shade Conjuring

At 1st level, your ability to gather shadow has granted you the ability to summon Shades, vile creature creatures born from gathered shadow given form.

You can call forth a number of Shades equal to your proficiency bonus, costing 10 sorcery points for each shade after the first:

 
Shade
Medium monstrosity , neutral evil
Armor Class 14
Hit Points 6 times your PB
Speed 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
12 (+1)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
Damage Vulnerabilities Radiant
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 8
 
 
 
Languages --
Challenge --       
Proficiency Bonus (PB) equals your bonus

Devil's sight. A nichevo'yas darkvision functions even in magical darkness.

Actions

Slash. Melee Weapon Attack:  Strength + PB, reach 5 ft., one target. Hit: 1d6 + PB slashing damage.

Reactions

Summoner's shield. When its summoner is targeted by an attack or single target line spell, and the effect crosses an area within 5 feet of the Nichevo'ya, the creature can take the blow for its master. The effect targets the Nichevo'ya in place of its master.

 
When a shade is summoned, you may spend additional sorcery points to add additional abilities. You may add multiple of the same ability, unless it states otherwise:

Shifting Form - For 4 sorcery point, you may raise the AC of the Shade by 1, to a maximum of 20.

Swift Movement - For 4 sorcery point, you may raise the walking speed of your shade by 10ft, to a maximum of 60.

Meld With Shadow - For 1 sorcery point, your shade gains proficiency in stealth. If they already have proficiency, they gain expertise.

Lethal Talons - For 7 sorcery points, your shade gains the folloing action: Talon. Melee Weapon Attack:  Strength + PB, reach 5 ft., one target. Hit: 1d8 + PB slashing damage.

Bounding Charge - For 5 sorcery points, your shade gains the following ability: Charge. If the shade has moves 20ft or more in a straight line with its walking speed then hits someone with a melee weapon attack, they gain advantage on the attack.

Resilient - For 2 sorcery points, your shade gains proficiency in a saving throw of your choice.

Winged Beast (prerequisite - 6th level) - For 10 sorcery points, your shade gains a +30ft to its fly speed, to a maximum of 60.

Gargantuan Size (prerequisite - 6th level) - For 9 sorcery points, your shade grows by may grow to the large size, and its HP increases by 10.

Amorphous (prerequisite - 6th level) - For 5 sorcery point, your shade can move through a space as narrow as 1 inch wide without squeezing.

Toughened Shadow (prerequisite - 9th level) - For 7 sorcery points, your shade gains a +2 in Strength, Dexterity, or Constitution Score.

Thirsting Shade (prerequisite - 9th level) - For 18 sorcery points, your shade gains an extra attack. It can use this attack to use 2 Claw or Talon attacks.


You may use your bonus action to command your shade(s) to act as a whole or one individually. If you do not give an order on your turn, your shade(s) will continue their task which was last appointed until it is completed. Without orders, the shade take the dodge action. If the shade drops to 0 hp in dissipates, otherwise your shades last 24 hours before dissipating.

Ruinous Guise

A 6th level, you have learnt to meld yourself with shadow to create a magical guise. As an action, you don a ruinous guise. You gain the following attributes:

  • You speed becomes 0.
  • You may summon a Shade as a bonus action.
  • You may cast spells through your shades by expending a number of sorcery points equal to your spell level.

The guise lasts for 1 minute, or until you you drop unconsious, and can be dispelled as an action.

Shadow Transformation

At 14th level, your ability to manipulate shadow allows you to transform others into monstrosities of darkness. As an action, you can may transform a creature that has Hit Points equal to 0 or lower. It gains the stats of a shade, but keeps its intelligence, wisdom and charisma, and you gain sorcery points equal to its CR (challenge rating), which can only be spent on upgrading this shade. The shade has no maximum number of abilities that can be added to it.

The shade is under your control for 30 days. After that time, it must make a DC 25 charisma save. On a successful save, the creature is returned to its original form. On a failed save, the transformed creature's soul is distroyed, and the shade dispands. This ability cannot be used while a shade created this way is still active.

Shadow Sharman

At 18th level, your ability to weave shadow and bone allows you to reach your full potential. All your shades gain immunity to non-magical damage.

Previous Versions

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