Sorcerer
Base Class: Sorcerer

Harness the depths of the darkness below

Your magical prowess comes from shadows, the murky, dark realm right below and all around you. Perhaps you dabbled in some ancient, dark magics, related to Druidic Circles, or perhaps even from a clan that is famous for this power, strong and mysterious as it is.

Shadow Beasts

At 1st, you gain the ability to call upon mystic creatures comprised of magic and shadow. You start with two Divine Dog companions, which can be summoned at any time, each having one statblock. Each Shadow Beast needs to have a Sorcery Point to be summoned.

At higher levels you can summon different Shadow Beasts.

5th:

  • Gamma
  • Nue
  • Max Elephant

7th: 

  • Rabbit Escape
  • Round Deer
  • Great Serpent

11th:

  • Piercing Ox
  • Funeral Tiger

18th:

  • Eight-Handled Sword Divergent Sila Divine General Mahoraga

Totality

At level 6, you gain the ability to give features and abilities of dead Shadow Beasts to others, or a single feature is given to a Shadow Beast from a living one. The list goes like this:

Pack Tactics. Divine Dogs. The Shadow Beast has advantage on an attack roll against a creature if at least one of the Shadow Beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Standing Leap. Gamma. The Shadow Beast's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Lightning. Nue.  The Shadow Beast fires a bolt of lightning at a single target 60 feet away.

Shadow Burrow. Orochi. The Shadow Beast can burrow into the ground without leaving behind any hole or passage as it swims through the shadows themselves to dig.

Water Cannon (Recharge 4-6). Max Elephant. The Shadow Beast sprays water in a 15-foot cone.

Swarm. Rabbit Escape. Using all of Shadow Beast's movement you may command them to swarm an area within 5 feet of the Shadow Beast.

Healing Horns. Round Deer. The Shadow Beast touches another creature, spending some of its healing pool to heal them.

Battering Ram. Piercing Ox. Continuously charge at target and build up power overtime.

Sneak Attack. Once per turn when the Mourn Tiger has advantage on an attack roll.

Eight-Handled Wheel. When the Shadow Beast takes damage, the wheel on the top of its head spins. At the beginning of its 4th turn after that, the Shadow Beast will adapt and will be unable to be reduced to 0 hit points to that type of damage for 1 hour.

Penumbra of Darkness

At 14th level you gain the features of your Shadow Beasts, dead or not. Only the physical ability scores, Strength, Dexterity, and Constitution are boosted for that one Shadow Beast.

Per a long rest you can change your feature and bonuses from one Shadow Beast to another.

Pack Tactics. Divine Dogs. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Standing Leap. Gamma. Your long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Lightning. Nue.  You fires a bolt of lightning at a single target 60 feet away.

Shadow Burrow. Orochi. You can burrow into the ground without leaving behind any hole or passage as you swim through the shadows themselves to dig.

Water Cannon (Recharge 4-6). Max Elephant. You spray water in a 15-foot cone.

Swarm. Rabbit Escape. You can cast Mirror Image

Healing Horns. Round Deer. You touch another creature, spending some of Round Deer's healing pool to heal them.

Battering Ram. Piercing Ox. Continuously charge at target and build up power overtime.

Sneak Attack. Funeral Tiger. Once per turn you has advantage on an attack roll.

Eight-Handled Wheel. Eight-Handled Sword Divergent Sila Divine General Mahoraga. When you take damage, the wheel on the top of your head spins. At the beginning of your 4th turn after that, you will adapt and will be unable to be reduced to 0 hit points to that type of damage for 1 hour.

Chimera Shadow Garden

Create a 200 ft. spherical  barrier with you in the center. You gain a bonus to all attack scores, all based on your charisma modifier.

With an enclosed barrier, Chimera Shadow Garden traps the target inside the user's shadow, recoloring the entire space into a negative palette. It also conjures a large object that resembles two columns of a spinal bone with bow-shaped ropes tied and roots attached to it. This disappears soon after the initial casting of the domain, and it turns into an area with large, bone covered columns holding up what seems to be a roof with teeth and eyes, capable of spitting out Shadow Beasts.

Anyone standing in the shadow will have to reinforce their feet with magic or risk falling into the abyss. Within the liquid-like shadows, there is no buoyancy, resistance, or oxygen. Anyone who has dropped into it will fall indefinitely. All users of this are different in personality, so it may be customized to a certain extent and even the abilities may vary.

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