Sorcerer
Base Class: Sorcerer

3rd Level:

Shadow Blood Spells

You learn additional spells when you reach certain levels. These spells count as sorcerer spells for you and don’t count against spells known.

Sorcerer Level Spells
3rd Whisperbrand, Veil the Voice
4th Shadow Stitch, Speak with Shadows
5th Umbra Step, Wound of Doubt
7th Blight, No Witness
9th Verdict of the Unspoken Antilife Shell
 

3rd Level: Survivor’s Shadow

You have learned how to exist where you are not welcome.

  • You gain proficiency in either Deception or Insight (your choice).

  • When you are in dim light or darkness, you have advantage on Dexterity (Stealth) checks.

Additionally, once per long rest, when you fail a Charisma-based ability check, you may reroll it and take the new result.


3rd Level: Quiet Influence

Your words carry weight when spoken softly.

  • When you succeed on a Deception, Persuasion, or Intimidation check against a creature, you may spend 1 sorcery point to impose disadvantage on the next saving throw that creature makes before the end of your next turn.

This is not charm or enchantment.
It is the echo of something true settling in.


6th Level: Shadowstep Drift

You move the way secrets do.

  • When you cast a sorcerer spell of 1st level or higher, you may immediately move up to 10 feet without provoking opportunity attacks.

  • If you begin and end this movement in dim light or darkness, you gain advantage on your next spell attack roll before the end of your turn.

You can use this feature a number of times equal to your Charisma modifier per long rest.


6th Level: Veiled Resilience

Your body learned long ago how to endure unseen harm.

  • You gain resistance to psychic damage.

  • You have advantage on saving throws against being charmed or frightened.


14th Level: Words That Break Chains

You understand the exact pressure point between obedience and collapse.

As an action, you may speak directly to one creature you can see within 30 feet. The creature must make a Wisdom saving throw against your spell save DC.

  • On a failure:

    • The creature is frightened of you for 1 minute, and

    • Has disadvantage on saving throws against your spells for the duration.

  • On a success:

    • The creature is not frightened, but

    • Has disadvantage on its next saving throw against one of your spells.

Once you use this feature, you cannot use it again until you finish a long rest.

Creatures immune to fear instead suffer the saving throw disadvantage only.


18th Level: Shadowed Sovereignty

You are no longer merely touched by shadow.
You are understood by it.

As a bonus action, you may spend 5 sorcery points to enter a Shadowed State for 1 minute:

  • You gain advantage on all Charisma checks.

  • When a creature fails a saving throw against one of your spells, it takes psychic damage equal to your Charisma modifier.

  • You may cast spells without verbal components.

While in this state, your shadow moves independently, mirroring your intentions rather than your actions.

Once used, this feature cannot be used again until you finish a long rest.

Survivor’s Shadow

You have learned how to exist where you are not welcome.

  • You gain proficiency in either Deception or Insight (your choice).

  • When you are in dim light or darkness, you have advantage on Dexterity (Stealth) checks.

Additionally, once per long rest, when you fail a Charisma-based ability check, you may reroll it and take the new result.

Deception

You have chosen Deception

Insight

You have Chosen Insight

Quiet Influence

Your words carry weight when spoken softly.

  • When you succeed on a Deception, Persuasion, or Intimidation check against a creature, you may spend 1 sorcery point to impose disadvantage on the next saving throw that creature makes before the end of your next turn.

This is not charm or enchantment.
It is the echo of something true settling in

Level 3: Shadow Sorcery

When you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.

Sorcerer Level Spells
3rd Whisperbrand, Veil the Voice
4th Shadow Stitch, Speak with Shadows
5th Umbra Step, Wound of Doubt
7th Blight, No Witness
9th Verdict of the Unspoken Antilife Shell
 

Shadowstep Drift

You move the way secrets do.

  • When you cast a sorcerer spell of 1st level or higher, you may immediately move up to 10 feet without provoking opportunity attacks.

  • If you begin and end this movement in dim light or darkness, you gain advantage on your next spell attack roll before the end of your turn.

You can use this feature a number of times equal to your Charisma modifier per long rest.

Veiled Resilience

Your body learned long ago how to endure unseen harm.

  • You gain resistance to psychic damage.

  • You have advantage on saving throws against being charmed or frightened.

Level 14: Creation's Shadow

You understand the exact pressure point between obedience and collapse.

As an action, you may speak directly to one creature you can see within 30 feet. The creature must make a Wisdom saving throw against your spell save DC.

  • On a failure:

    • The creature is frightened of you for 1 minute, and

    • Has disadvantage on saving throws against your spells for the duration.

  • On a success:

    • The creature is not frightened, but

    • Has disadvantage on its next saving throw against one of your spells.

Once you use this feature, you cannot use it again until you finish a long rest.

Creatures immune to fear instead suffer the saving throw disadvantage only.

Level 18: Shadowed Sovereignty

You are no longer merely touched by shadow.
You are understood by it.

As a bonus action, you may spend 5 sorcery points to enter a Shadowed State for 1 minute:

  • You gain advantage on all Charisma checks.

  • When a creature fails a saving throw against one of your spells, it takes psychic damage equal to your Charisma modifier.

  • You may cast spells without verbal components.

While in this state, your shadow moves independently, mirroring your intentions rather than your actions.

Once used, this feature cannot be used again until you finish a long rest.

Previous Versions

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