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.
Level 3: Shadow Spells
When you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you can prepare.
When you use the Transmute Spell Metamagic option, you may also change your spell damage type to Necrotic damage.
*Note: Due to DnD Beyond's licensed content restrictions, the spells Hunger of Hadar and Summon Undead are unavailable for addition to this subclass. In place of those spells, there is a provided drop down menu in the builder for spell selection. Both spells are available in the Player's Handbook 2024.
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Sorcerer Level |
Spells |
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3 |
Bane, Darkness, Inflict Wounds, Pass Without Trace |
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5 |
Hunger of Hadar*, Summon Undead* |
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7 |
Greater Invisibility, Phantasmal Killer |
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9 |
Mislead, Seeming |
Level 3: Veilwalker
Starting at 3rd level, you gain the ability to see and walk the veil between the Material and the Shadowfell, using darkness and shadows to your advantage. You gain the spell Unseen Servant and can cast it without expending a spell slot once per long rest. This spell does not count against the number of spells you can prepare, and you regain any uses upon completing a long rest. You also gain these benefits:
- Shadow Stealth. You gain a bonus to your Stealth rolls equal to your Charisma modifier when you are in dim light or darkness.
- Lightless Sight. You gain blindsight to a range of 10ft, darkvision to a range of 120ft, and and you can see through areas of magical darkness within that range.
Level 6: Unbound Shadow
At 6th level, you gain resistance to Necrotic damage, and the ability to unbind your own shadow to run free in the world. As an action, you unbind your shadow which manifests as a magically summoned creature under your control in an adjacent square. The creature is summoned for 1 minute, and is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The shadow summoned in this way looks like you, or any form that you shape it into, and can see through magical darkness. The shadow returns to you and becomes inanimate when it drops to 0 hit points or at the end of 1 minute.
You may use this ability once per long rest, or may regain a use of it by spending 3 sorcery points. All expended uses are regained upon completion of a long rest.
The details of your Unbound Shadow are as follows:
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Unbound Shadow Medium Undead Armor Class 11 + your PB Hit Points ½ of your current Max HP Speed 40 ft.
Damage Resistances Necrotic Condition Immunities Frightened Senses Darkvision 120 ft., can see through magical darkness, passive Perception 10 Languages understands the languages you speak Challenge — Proficiency Bonus equals your bonus Terror Frenzy. The shadow has advantage on attack rolls against Frightened creatures. Weight of Sorrow. Any creature, other than you, that starts its turn within 5 feet of the shadow has its speed reduced by 20 feet until the start of that creature’s next turn. Actions Multiattack. The shadow makes a number of attacks equal to half your PB (rounded down). Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12+3 + your PB cold damage. Gloombolt. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 2d8 necrotic damage. Dreadful Scream (recharge 5-6). The shadow screams. Each creature other than you within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be Frightened of the shadow for 1 minute. The Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Shadow Stealth. While in dim light or darkness, the shadow takes the Hide action. |
Level 6: Shadow Walk
When you reach 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 60 feet to an unoccupied space you can see that is also in dim light or darkness.
Level 14: Advanced Darkness
At 14th level, when you cast the spell Darkness, you may spend 2 sorcery points to increase its radius by 5 feet. You may increase its radius in this way a maximum of 3 times per casting of the spell.
Additionally, you can grant a number of creatures up to your Charisma modifier within the radius of your Darkness spell the ability to see through it when you cast the spell.
Level 18: Umbral Form
Starting at 18th level, you are able to draw dark power from the Shadowfell to forsake your mortal form and meld with your shadow, manifesting as a creature of ephemeral darkness. Shadows of others warp and bend to meet your feet, coalesce around you, and your presence drains the color and life of all who cross paths with you.
As a Bonus Action, you adopt a shadowy form, gaining the benefits below for 1 minute, until you have the Incapacitated condition, or until you end the form (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 6 Sorcery Points (no action required) to restore your use of it.
- Incorporeal Movement. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you take 1d10 Force damage.
- Shadow Resilience. You have Resistance to all damage except Force and Radiant damage.
- Strength of the Grave. If you would drop to 0 Hit Points and not die outright, you can make a Charisma saving throw (DC 5 plus half the damage taken). If you succeed, you regain Hit Points equal to three times your Sorcerer level.
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