Base Class: Sorcerer
You are a creatrue of shadow, for your innate magic comes from the shadowfell itself. You might trace your lineage to an entity from the shadowfell, or prehaps you were exposed to its fell energy.
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 from a sorcerer spell, or it fails its saving throw against a sorcerer spell, you can mark it with dark magic. Until the end of your next turn, you become invisible to that creature as long as you aren't within 10 feet of it.
once you use this feature, you can't do so again until you finish a short or long rest.
Eyes Of The Dark
At 1st level, the gloom of night hides nothing. You can see normally in non-magical darkness out to a range of 120 feet.
Lingering Omen
At 6th level, when you take damage, you can spend 2 sorcery points as a reaction to reduse that damage by an amount equal to 1d6 + yout Charisma modifier + half your sorcerer level, as you wrap shadows around your form to block the blow.
If you reduce the damage to 0 hit points this way, you vanish from your current plane of existence, teleporting to a harmless demiplane, and leave behind an omen, which is a humanoid figure made from swirling shadows remains in your original location. The omen has AC 10 + your Charisma modifier, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the samesize as you, and it occupies its space. You can see and hear through your omen using your normal senses. When the omen is reduced to 0 hit points, it's destroyed, and you immediately re-appear at its location. If the omen isn't destroyed before the start of your next turn, it vanishes and you return to an unoccupied space of your choice within 15 feet of the space you vanished from.
Shadow Walk
At 14th level, you gain the ability to step from one shadow into another, leaving your enemies guessing. 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.
In Every Shadow
At 18th level, you can veil your foes in shadow magic. As an action on your turn, you can spend 5 sorcery points to send a wave of darkness out from you. Each creatrue of your choice within 60 feet of you must succeed on a wisdome saving throw equal to your spell save DC or become blinded for 1 minute. While a creture is blinded this way, the shadows that cling to them turn bright light within 15 feet of them to dim light. A creature can use its action on its turn to attempt to regain its sight, repeating the save.
Variant feature: Origin spells
Variant feature: Origin spells
- Sorcerer level Spell
- 1st Bane
- 3rd Drakness
- 5th Fear
- 7th Greater invisibility
- 9th Mislead
- 11th Wind walk
you gain spells at the sorcerer levels noted in the Shadow Origin Spells tabel. Once you gain an origin spell, youalways know it, and it doesn´t count against the number of spells you know. If you have an orgin spell that doesn´t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
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