Base Class: Sorcerer
You are a creature of shadow, for your innate magic comes from the darkness itself. You might trace your lineage to an entity of darkness, or perhaps you were exposed to a dark energy and were transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.
Shadow Sorcery Quirks
At your option, you can pick from or roll on the Shadow Sorcery Quirks table to create a quirk for your character.
| d6 | Quirk |
|---|---|
| 1 | You are always icy cold to the touch. |
| 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). |
| 3 | You barely bleed, even when badly injured. |
| 4 | Your heart beats once per minute. This event sometimes surprises you. |
| 5 | You have trouble remembering that living creatures and corpses should be treated differently. |
| 6 | You blinked. Once. Last week. |
Midnight's Eyes
From 1st level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. Additionally, you gain an additional feature of your choice:
Deathless Darkness
You can use your action to expend a spell slot while standing in darkness to regain 1d6 hit points per level of the slot expended.
Shadow's Stride
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Vanish
When you are in an area of dim light or darkness, you can use your action to become invisible until you move, take an action, or a reaction.
Beyond Sight
Starting at 1st level, you can flicker from the vision of your foes as your magic ensnares them. When you hit a creature with a spell attack or they fail a saving throw against one of your sorcerer spells, you can mark that target. Until the end of your next turn, you become invisible to the marked creature as long as you aren't within 10 feet of it. You can use this ability a number of times equal to your Proficiency Bonus, with uses resetting after a long rest.
Lightless
At 6th level, you gain resistance to necrotic damage. Casting the spell Darkness no longer requires your concentration, but you cannot have more than one darkness spells active at the same time and it's duration is reduced to one minute. Additionally, you gain a feature depending on your previously chosen feature:
Disappear
You can use your Vanish to make up to five willing creatures within 60 feet of you invisible instead of yourself. You have to concentrate on keeping those creatures invisible as if you were concentrating on a spell, for up to an hour. While concentrating this way, you cannot become invisible and attack rolls made against you have advantage.
Sundering Stride
When you use your Shadow's Stride, you instantly strike up to three creatures in a five foot wide line between the start and end points of your teleport. Each creature in that area has to make a Constitution saving throw against your spell save DC. A creature takes 2d6 necrotic damage on a failed save or half as much on a successful one. This damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).
Undying Umbra
When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC = 5 + the damage taken). On a success, you instead drop to 1 hit point and can immediately use your Deathless Darkness feature to heal yourself if you aren't in bright light. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Behind You
At 14th level, you can teleport yourself into the shadow of another creature. Once per turn, before you take any actions, you can teleport within 5 feet of another creature that you can see that is within 60 feet of you, but no closer than 15 feet away from you. Teleporting to a creature this way allows you to move through their space, you don't provoke opportunity attacks from that creature, and you gain advantage on the next attack roll you make against them- all before the end of of your turn.
Additionally, you gain a feature depending on your previously chosen feature:
Evanesce
When you make yourself invisible with Vanish, you gain resistance to all damage until your Vanish ends. You can now move and use Disappear while Vanish is active.
Never-ending Night
Your Deathless Darkness heals for 1d10 hit points per level of the spell slot expended and you can use it as a bonus action. Any extra hit points that Deathless Darkness heals past your hit point maximum is instead turned into temporary hit points.
Sabre Stride
You can now target any number of creatures within the area of your Sundering Stride, the area of the stride becomes 10 feet wide, and you can change the damage type of it to magical slashing damage if you have a weapon that does slashing damage.
Maleficence
Starting at 18th level, you can use shadow to spread your dark magic. When a creature deals necrotic or psychic damage to you, they take the same amount of necrotic or psychic damage. When you cast a spell and you can see a shadow or magical darkness within 120 feet of you, you can expend two sorcery points to cast the spell as if it were casted from the location of that shadow or magical darkness.
Additionally, you gain a feature depending on your previously chosen feature:
Nefarious
Deathless Darkness now heals you for 1d12 per level of the spell slot expended. While you have temporary hit points from Never-ending Night, you have resistance to all damage and can use your reaction to succeed any saving throw you fail.
Villainous
Each creature that you make invisible using Disappear instantly explodes into 30-foot spherical clouds of shadow magic. Each hostile creature within those areas must make a Constitution saving throw against your spell save DC. A creature takes 5d8 necrotic damage on a failed save or half as much damage on a successful one.
Wicked
If a creature fails the saving throw of your Sabre Stride by a margin of 9 or more, they are reduced to 0 hit points.
Previous Versions
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11/13/2021 3:44:47 AM
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Coming Soon
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