Base Class: Sorcerer
Your magic comes from a place drained of color, where light fights a losing battle against the relentless encroachment of darkness. In the distant past, your ancestors were touched by the Shadow Realm, and this contact left its mark on your family bloodline.
Taint of Shadow
Your magic always acts a bit differently than that of other casters. Your magical fire burns with a deep purple flame that sheds little light but casts inky shadows. The influence of the Shadow Realm can be seen in every manifestation of your magic, whether that’s shadowy bonds tightening around the target of a hold person spell or the shadows that swirl like storm clouds inside your dimension door. At 1st level, you gain darkvision out to 120 feet. Within that range, you see through magical darkness as if it were dim light.
The Cut
A rare and deadly ability that Shadow Summoners only use as a last resort due to the high drain of energy, the Cut is a Shadow Summoner move that forms the darkness into blades that can be flung through the air. The Cut passes smoothly through flesh and bone, slicing anything or anyone unfortunate enough to get in its way. Each creature within the area must make a Strength saving throw. On a failed save, each creature takes 2d8 force damage as well as 2d8 necrotic damage, and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. The Shadow Summoner can cast The Cut once per long rest and after casting the Shadow Summoner must make a Constitution Save (15 Con). On a successful save, the Summoner takes 2d6 damage and stays standing, on a failed save the Summoner falls unconscious. At higher levels, The Cut Improves.
Dark Illusions
Starting at 6th level, you have advantage on saving throws against illusion magic. You can also cast blur or mirror image by spending 2 sorcery points.
Passage through the Dark
At 14th level, you gain the ability to traverse between patches of darkness. When you are lightly or heavily obscured you can, as a bonus action, step through a shadow and emerge from another shadow up to 200 feet away. You can stay inside the shadow connection for a number of rounds equal to your Constitution modifier (minimum of 1) if you choose to; while there, you are invisible, nothing can affect you, and you can’t affect anything else. Each use of this ability costs you 4 sorcery points.
Tainted Shadows
Beginning at 18th level, you can emanate an aura of energy from the Shadow Realm. By spending 4 sorcery points, you radiate an aura of shadow that causes everything within 15 feet of you to become lightly obscured because of dim lighting. Any portion of that area that’s already dimly lit becomes completely dark instead. Enemy creatures that start their turns inside this aura take 10 necrotic damage and must succeed on a Wisdom saving throw or become frightened of this effect. The effect lasts until the start of your next turn.
Previous Versions
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9/3/2021 1:53:09 PM
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Coming Soon
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