Sorcerer
Base Class: Sorcerer

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and 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. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Midnight Eyes

Starting at 1st level, you have darkvision with a range 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 and you can cast it without using a spell slot. In addition, When you stand in this darkness your AC and spell save is increased by 2. You can spend 2 sorcery points to allow up to 3 allies to see through this darkness.

Beyond Sight

Starting at 1st level, you can flicker from the vision of your foes as magic ensnares them. When you hit a creature with a spell attack from a sorcerer spell, or it fails a 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 rest.

Bursting Shadow Step

At 6th 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 you emerge from the darkness a flash of light (only visible to the ones hit by it) bursts out from you causing 2d4 radiant damage, or half damage on a successful Dexterity saving throw.

Lingering Omen

At 6th level, when you take damage, you can spend 2 sorcery points as a reaction to reduce that damage by an amount equal to 1d6 + your 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 that 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 same size 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.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, 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 form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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