Base Class: Sorcerer
Your magic comes from a deep darkness or misalignment of planes that contacted you at your birth. Similar to the way a Cleric draws magic from its god, the shadows hold power for you. Sorcerors of this origin are quite rare and usually die young because of a misuse of their power.
Shadowy Alignment
The quality of your power is based on your specific alignment. The Neutral alignments result in balance. The Good alignments result in a conflicted person, using shadows for power and perhaps regretting it as they do. Chaotic evil alignment results in a large boost in power in exchange for instability while the other Evil alignments provide more power than Neutral without a major cost.
Chaotic Evil
Chaotic evil alignment results in a large boost in power in exchange for instability. Damage and hit potential increase by +1 for all forms of magic. Necrotic magics increases in damage and hit potential increases by +2. If three or more spells are cast within 5 minutes, roll d20 for each spell more than 3. On a roll of 1 or 2, the spell deals half damage or fails if it is not a damage-dealing spelling. For each of two spells more than 3 cast in 5 minutes, -1 from d20 roll.
Evil (Non-Chaotic)
The Neutral alignments result in power and balance. All damage dealt by magic and hit potential are increased +1 except radiant magic. Necrotic damage and hit potential are increased by +2.
Good
The tortured soul, you hate that your power has come from the darkness but learn to channel that very hatred into a virtuous cycle of new power. Elemental spells that deal damage deal an additional +1 damage on hit. On every other successive successful hit, add another +1 to damage.
Neutral
The Neutral alignments result in balance. All damage dealt by magic is increased +1 except radiant magic. Necrotic damage is increased by +2.
Laced with Shadow
As darkness flows through your body, it causes specific physical traits to emerge. At 1st level, your AC increases by 1 and you main gain one additional HP each level after 1st level.
Additionally, parts of your body begin to fade, they are there and not there. When you aren’t wearing armor, your AC equals {{modifier:dex:+13#unsigned}}.
Become Shade
The shadows become you, quite literally. Starting at 6th level, when you cast spells from a hidden or unobserved position or cast a spell boosted by your Shadowy Alignment, you may add your CHA modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to slashing and piercing damage for 1 hour. You are, in this state, vulnerable to radiant damage.
Dark Step
At 14th level, you gain the ability to fade into near-mist, gaining a speed equal to 1.5x your current speed. You can adopt this form as a bonus action on your turn. It lasts until you reconstitute as a bonus action on your turn. You may also adopt this form as a reaction to an attack but, due to the haste with which you fade out, your strength drops to 3 and you have disadvantage on all melee attacks you make. Once you are in this form, you have advantage on all stealth checks and may make a CHA roll against the attack to reduce the damage by half as well.
Fracturing Touch
Starting at 14th level, you are able to guide the fabric of shadows to the tips of your grasp. You are able to cast Corrupt at will.
Dark Extrusion
Beginning at 18th level, you can channel the very fabric of darkness and shadow, causing those around you to become awestruck or blinded. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or darkness (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or blinded (if you chose darkness) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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