Base Class: Sorcerer
A rare anomaly that occurs when a Monk, Cleric, or Druid is infected with the essence of Shadow Magic. Thematically, it's recommended that you use the implied multiclass options, but you can honestly use whatever. This subclass was meant to add flavor and options to an already wickedly cool subclass. Enjoy!
Yin Sight
Starting at 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness and true-strike spells, which doesn’t count against your number of sorcerer spells known. In addition, you can cast darkness by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
Shinigami's Blessing
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point, and release a wave of abberant energy that extends in a 20ft radius, dealing 2d8 Necrotic damage to any creatures in the radius that fail a Dexterity Saving Throw of 15. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can’t use this feature again until you finish a long rest.
Yin Art Summon
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a creature with Challenge Rating 1 to target one creature you can see within 120 feet of you. The summon uses the chosen creature's statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:
- It appears with a number of temporary hit points equal to half your sorcerer level and is Medium size.
- It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
- At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
The summon appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The summon can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The summon disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Tsukuyomi Footwork
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.
Exalted Nature
At 6th level, you may choose between Majutsu(Arcane), Yūrei no yōna(Ghostly), or Senrigan(Clairvoyant) Nature.
Majutsu adds Force damage equal to half your Sorcerer level (rounded down) to damage spells cast 3rd level and above. Fire, lightning, or any glow created by magic you cast is now purple, and you now have resistance to Force damage.
Yūrei no yōna adds Necrotic damage equal to half your Sorcerer level (rounded down) to damage spells cast 3rd level and above. Fire, lightning, or any glow created by magic you cast is now green, and you now have resistance to Necrotic damage.
Senrigan adds Psychic damage equal to half your Sorcerer level (rounded down) to damage spells cast 3rd level and above. Fire, lightning, or any glow created by magic you cast is now black, and you now have resistance to Psychic damage.
True Yin State
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically cloak yourself with a shadowy form, which now grants you large size. It's appearance is decided by the player. In this cloak, 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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