Base Class: Sorcerer
Shadow benders, or Shadowkin, are sorcerers whose skills have led them down a different path than most. Often by luck (or misfortune) of birth, an otherwise normal child may exhibit a curse placed on an ancestor or parent, have been in proximity to dark powers themselves, or perhaps just been the seventh son of a seventh son (or daughter). Often with an unsettling quality to them, they are naturally talented in illusion and darkness to the point of bending reality in more subtle ways than many other spellcasters. Most Shadowkin find deftness and subterfuge far more rewarding than the explosion of a fireball, though some find that others fear their dark visage and use that to their advantage. This has led some to be drawn into a world of crime and even assasination, as their talents are usually compatible with such endeavors. Just as likely, though, Shadowkin might be eager to go unnoticed simply due to an introverted nature, their hidden secret, or even be a trickster who loves to confound those around them. It does not always require an evil streak to wish to remain unseen, nor a bargain with dark forces to be happier away from the light.
Shadecraft
When you gain certain levels in sorcerer, you add these spells to your spells known list. They are Sorcerer spells for you and don't count against your spells known.
When you gain a sorcerer level, you may replace one spell gained from this feature with another spell of the same level. The new spell must be from the sorcerer or warlock spell list.
First Level: Hex, Dissonant Whispers
Third Level: Pass Without Trace
Fifth Level: Summon Shadowspawn
Seventh Level: Phantasmal Killer
Ninth Level: Dream
Eleventh Level: Wind Walk
Thirteenth Level: Project Image
Fifteenth Level: Maddening Darkness
Seventeenth Level: Astral Projection
Subtle Gifts
When you select this subclass distraction and guile become second nature to you and the darkness holds no secrets from you:
At first level you gain blindsight to a range of 10 feet and darkvision to 60 feet. You also gain some control over nearby shadows (within 30 feet). You cannot detach them from their source, but can manipulate them in subtle ways. You can make them gesture and move independently of their host or a light source, diminish, expand, even cloak yourself when you wish to remain unseen: you therefore gain proficiency in stealth and intimidation.
Mask of Shadows
At level six in this class you control not just the shadows around you, but you gain the ability to move unobserved even as wandering eyes slide past you as they find it difficult to register your presence.
As a bonus action you can invoke Mask of Shadows when not wearing armour and not wielding a shield. For the next ten minutes you gain half cover (+2 to AC and +2 to Dexterity saving throws) and you have advantage on stealth checks. At level eleven in this class the cover increases to +3 AC and Dexterity save bonuses, and they become +4 at seventeenth level.
You can use Mask of Shadows a number of times equal to your proficiency bonus per long rest, and you can choose to drop your Mask of Shadows as a bonus action.
Dark Stalker
At fourteenth level you can detach your shadow to create a dark facsimile of your form that does your bidding.
Once per long rest as an action you can awaken your own shadow and detatch it from your body. It approximates your size and shape. You can see and hear through this shadow, and are blind and deaf to your surroundings while the shadow is active. You may utilise this shadow as if it were you, using your abilities. You may move it, listen, see, and even cast spells through it using your game statistics, with the following amendments. The shadow dissipates entirely if it takes damage. It can move though small spaces and terrain as if it were gaseous and is non-corporeal (and therefore cannot interact physically with its environment, except to take damage). It may be dispelled as if it were a sixth level spell.
The shadow lasts an hour and can be dismissed by you as a bonus action. If it is destroyed or dispelled by another you take 4d10 psychic damage from the mental feedback. You may use five sorcery points to either extend it's duration by another hour during its use or to use this feature again.
Becoming Gloom
By eighteenth level, once per long rest your form can become as a shadow: your features dissipate and become obscure as you take on an indistinct form.
As a bonus action for the next minute you gain resistance to all damage except radiant and are invisible in dim light and darkness. You cannot be grappled, restrained, prone, poisoned, frightened or petrified during this time. You may flow though small spaces and move through terrain as if you are gaseous.
You may use seven sorcery points to use this ability again before a long rest.
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