Sorcerer
Base Class: Sorcerer

The shinobi of H'durash are feared through both the Land of Autumn and the jungles of Reshara to the north. These agents of the drow warlords are capable of dark magics, and employ them using a twisted form of the warrior monks' martial arts. The creation of a shinobi is not something done lightly, as it scars the soul of the new dark creature--and binds their fate forever to the master who wounded them so.

Shinobi Training Features

SORCERER LV SORCEROUS ORIGIN FEATURES
1st Bonus Proficiencies, Hidden Spell (1d6)
4th Hidden Spell (2d6)
6th Fleeting Shadow
7th Hidden Spell (3d6)
10th Hidden Spell (4d6)
13th Hidden Spell (5d6)
14th Scoured Soul
16th Hidden Spell (6d6)
18th Arcane Killer
19th Hidden Spell (7d6)

Bonus Proficiencies

At first level when you select this subclass, you have trained in the arts of subterfuge. As such, you become proficient in one of the following skills: Acrobatics, Deception, Sleight of Hand, or Stealth. You also become proficient with Thieves' Tools.

Furthermore, choose one skill in which you are proficient. You have Expertise in this skill, applying double your proficiency bonus to these checks.

Hidden Spell

When you strike from the shadows, your sorcerer spells deal additional damage. Once per turn, a spell attack you make deals an additional 1d6 damage of the spell's damage type to one of its targets if you have advantage on the roll against that target. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Shinobi Training table.

Fleeting Shadow

At 6th level, you are a shadow that flits through minds and spaces with celerity and a grim sort of grace. You gain 10 movement speed, and can deflect spells targeting you. When you are hit by a spell attack, you can use your reaction to attempt to catch the spell. When you do so, the damage you take is reduced by 1d10 + your Charisma modifier + your Sorcerer level. If you reduce the damage to 0, you can expend one sorcery point to hurl the spell back at its caster, as part of the same reaction. When you do so, you cast the spell without expending a spell slot, whether you know the spell or not, using your own spell attack bonus and your own damage formula. Since you were in the target's original line of fire, you cannot apply Hidden Spell to this reaction.

Scoured Soul

At 14th level, your soul has been blasted by the dark magic coursing through you. Other magic doesn't easily take root in you. When you make a saving throw against a spell or magical effect, you may spend sorcery points in additional ways. By spending one sorcery point, you can reroll the saving throw once, taking the result of the second roll. Also, if you succeeded on the saving throw (whether or not you rerolled it using this feature), you can spend one sorcery point to entirely negate the effects of the spell or magical ability on you--typically, this will reduce half-damage to no damage, but may have additional protective effects.

Arcane Killer

By 18th level, you are the living nightmare that stalks the realms of men. While you may still only apply Hidden Spell once per turn, you have found a way around many of its other limitations. When you use the Subtle Spell metamagic to cast a spell, you may apply your Hidden Spell damage bonus to one of its targets. The spell need not involve a spell attack. If your chosen target succeeds on a saving throw against the spell, the Hidden Spell damage is halved. If the spell deals no other damage, Hidden Spell deals force damage.

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