Base Class: Rogue
“The darkness bends to your will, and your enemies never see you coming.”
Some rogues walk in shadows; others become them. Shadow Sorcerers are masters of both stealth and arcane trickery, weaving shadow magic into their deadly strikes. From the flicker of a darkened alley to the dim glow of a candle, they manipulate light and shadow to vanish, strike, and confound their foes.
Trained in forbidden texts or gifted with a natural affinity for darkness, Shadow Sorcerers can cloak themselves in magical shadows, teleport through the gloom, and empower their attacks with necrotic energy. They blend the precision of a rogue with the cunning of a spellcaster, always staying one step ahead of those who would hunt them.
Whether slipping past guards, assassinating a target unseen, or turning the battlefield into a shadowed nightmare, a Shadow Sorcerer embodies the perfect union of arcane power and deadly subtlety.
spell casting
Your magic is subtle but deadly: you can create illusions, step through darkness, or strike with shadowy energy to catch your enemies off guard. Even at this early stage, your spells complement your rogue techniques, letting you manipulate the battlefield, hide in plain sight, and enhance your attacks with the eerie power of the shadows.
Shadow Infusion (3rd Level)
When you choose this archetype at 3rd level, you can infuse your attacks with shadow magic. Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d6 necrotic damage.
- Increases to 2d6 at 9th level, 3d6 at 15th level.
- This damage applies only once per turn.
Shadow Step
As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.
- After using Shadow Step, your next attack deals extra 1d6 necrotic damage.
- You can use this feature a number of times equal to your Intelligence modifier (minimum 1) per long rest.
cloak of shadows
Cloak of Shadows (13th Level)
You can become nearly invisible while in dim light or darkness.
- As a bonus action, you can gain advantage on Stealth checks until the start of your next turn.
- Once per turn, an enemy that targets you has disadvantage if you are in dim light or darkness.
Shadow Companion
- Summon Shadow: As an action, you can summon a shadowy apparition in an unoccupied space within 30 feet. It obeys your commands and acts on your initiative.
- Shadow Stats:
- AC: 13 + your Dexterity modifier
- HP: 2 × your Rogue level + Constitution modifier per hit die (d8)
- Speed: 30 ft., can move through creatures and objects as difficult terrain
- Attack: Melee weapon attack, + your proficiency bonus + Dexterity modifier to hit, 1d6 + Dexterity modifier necrotic damage
- Duration: 1 minute, or until reduced to 0 HP, or dismissed as a bonus action
- Uses: Once per long rest; you can expend a 2nd-level spell slot to summon it for 10 minutes
Shadow Traits:
- Incorporeal: Can move through creatures and objects without provoking opportunity attacks
- Shadow Strike: On its first attack each turn, deals extra necrotic damage equal to your Intelligence modifier
- Stealthy Ally: Can take the Hide action as a bonus action
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