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.

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet and can see in magical darkness.

When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot.

Deadly Strikes

Starting at 1st level, You gain expertise in Stealth, and your spell/weapon attacks against creatures you are hidden from deal extra damage equal to your Charisma modifier.

Shadow Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.


Sorcerer Level                                     Spells

1                                                Hex, Inflict Wounds

3                                  Pass Without Trace, Shadow Blade

5                                       Feign Death, Vampiric Touch

7                                    Black Tentacles, Shadow Of Moil

9                                             Enervation, Seeming


 

Shadow Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Shadow Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Shadow Assassination

Beginning at 6th level, as an action you can spend 6 sorcery points to make assassination attempt. Make a melee spell attack against a creature within 5 feet. On a hit, the target takes 4d10 necrotic damage, and double the damage if the target is surprised or you are in darkness. Once you use this feature, you must finish a short or long rest before you can use it again.

The damage increases as you gain levels in this class. The damage increases by 1d10 at levels 9, 12, 15 and 18.

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.

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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