Sorcerer
Base Class: Sorcerer

After your near death experience, a residing force within seems to have awakened and touched your soul

You know are an owner of a Black Heart, the source of your new found abilities. Though it is a source of immense strength, your body is unable to hold its power, as if you were a chalice trying to hold the seas inside its receptacle. Limitations have been placed on your body, slowly trickling more and more energy as you grow stronger until one day where you no longer need those limitations.

 

Grasp of the Dominator

Just as the hands of Death have grasped your heart, you can now control a Dark Claw

Starting at 1st level, you can use an action to conjure a shadowy hand that mimics the movement of one of your hands and has a reach of 30ft. This hand can interact with objects, and creatures at a higher level. When throwing a weapon, you may use spend a sorcery point to use Dominator's Throw to propel the weapon and add 1d6 to your attack.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

At Higher Levels: Starting at 5th level, you can now use your action to grab a creature of Medium size or lower, target must succeed on a Strength Saving Throw or be pulled 5ft in any direction and Dominator's Throw now adds 2d6 to your attack. At 10th level, you can grab a creature of Large size or lower, and pull it 10ft in any direction if it fails a Strength Saving Throw and Dominator's Throw now adds 3d6 to your attack. At 14th level, as an action you can spend a sorcery point to hold a creature of Medium size or lower with concentration for up to 1 minute and you can use your bonus action to keep holding after the first round, and Dominator's Throw now adds 3d6 to your attack.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. 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. 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.

Arise

At 6th level, you gain the ability to call forth a Shadow of darkness to harass your foes.As a bonus action, you can spend 3 sorcery points to magically summon a Shadow Soldier or spend 2 sorcery points, +1 sorcery point per increase in the Challenge Rating of the creature you are trying to raise from the dead (starting at a CR of 1), to magically resurrect a Shadow Creature to target one creature you can see within 120 ft. of you. The creature must have died during this combat encounter. The Shadow Soldier have the properties of a Bandit (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:

  • The Shadow Soldier/Creature is size Medium, even if it was Large at the time of death, and it counts as a monstrosity, not a humanoid or beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level + 1d4 hit point per sorcery point spent to summon it. 
  • It can move through other creatures and objects as if they were difficult terrain. The Shadow Soldier/Creature takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the Shadow Soldier/Creature automatically knows its target’s location. If the target was hidden, it is no longer hidden from the Shadow.

The Shadow Soldier appears in an unoccupied space of your choice within 60 ft. of the target and the Shadow Creature rises from where it had fallen within 30 ft. of you. Roll initiative for the Shadow. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target, the caster may chose the attack method from the available options the Shadow has. The Shadow can make opportunity attacks, but only against its target. Additionally, while the Shadow Soldier/Creature is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The Shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

 

You can not summon a Shadow from a creature that has a higher Challenge Rating than allowed at your current Sorcerer level, see chart below for details:

Challenge Rating Table: Shadow Creature 
LEVEL Summoning Cost SHADOW CHALLENGE RATING
1st -  
2nd -  
3rd -  
4th -  
5th -  
6th 3 1
7th 3 1
8th 4 2
9th 4 2
10th 7 5
11th 7 5
12th 9 7
13th 9 7
14th 9 7
15th 11 9
16th 11 9
17th 12 10
18th 13 11
19th 13 11
20th 14 12

Shadow Walk

At 14th level, 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 once per long rest.

Monarch's Armor

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically clad yourself in an armor made from the powers of the shadows. In this armor, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this armor for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Sorcerer: Path Of The Shadow Monarch Image

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