Don't get me wrong the feature itself is great but as a Shadow Magic Sorcerer feature it bothers me. The problem with it is that Hound of Ill Omen is a holdover from the old edition of Hexblade, it pushes back in what imo is the most iconic part of Shadow powers which is teleporting from shadow to shadow. Honestly I dont understand how it thematically makes sense for them to have a Shadow hound in the first place, its clearly a Pact of the Chain Eldritch Invocation.
Shadow Walk should've been the 6th level feature and the 14th level feature would be an evolution of that that gives the abilty to teleport others through their own shdows and a group teleport as well akin to the DC comics character Shade. If anything Mordenkainen's Faithful Hound should just be added alongside the other shadow themed spells for an expanded spell list.
Also Shadow Magic Sorcerers should freely be able to see through all kinds of Darkness without the Sorcerery point tax.
Well, it depends how the power source "shadow" is seen in your campaign world, by you and your DM. Shadows could be echoes of things that once were on the prime material plane, the connection to where their power/soul/magic went (e.g. the Shadowfell or another kind of "afterlife realm". Drawing shadows to form a "protector/killer" type of summon makes sense in that context (e.g. my shadow sorceress summons her childhood companion dog to defend her with the Hound of Ill Omen). Since all shadows are connected to the power core of the sorcerer, travelling from shadow to shadow (or teleport) also makes sense. I don't think that shadow = darkness, but that kind of is the route DnD is going with "dim light" additions, like the Twilight Domain cleric as well. Current Shadow sorcery definetly needs an expanded spell list, most newer origins (or general 3rd level choices to specialise in all classes) have. The Dungeon Dudes on YT have put together a few spells for that (not including Mordenkainen's hound).
Shadow monks get the shadow walk ability early because they are a melee character. Having that ability on a caster? Oh boy that would be hella overpowered. I think they didn't include it until 14th because a 6th level caster that basically has unlimited and free misty step (albeit with one drawback, the shadow requirement) would be nuts.
Remember, you can do it in dim light. Think how many spaces you are in that have dim light. Unless you're outside in the day, probably most of them.
I also 100% agree that the shadow sorcerer should be able to see in their own darkness either for free or a lesser cost than 2 sorcery points.
Shadow monks get the shadow walk ability early because they are a melee character. Having that ability on a caster? Oh boy that would be hella overpowered. I think they didn't include it until 14th because a 6th level caster that basically has unlimited and free misty step (albeit with one drawback, the shadow requirement) would be nuts.
Remember, you can do it in dim light. Think how many spaces you are in that have dim light. Unless you're outside in the day, probably most of them.
I also 100% agree that the shadow sorcerer should be able to see in their own darkness either for free or a lesser cost than 2 sorcery points.
That makes sense that it's actually for balance reasons, idk i'd still want if they can teleport others through shadows besides themselves as the 6th level feature or atleast expand that the 14th level feature can do that too, it offers a diffrent playstyle than Shadow Monk.
Don't get me wrong the feature itself is great but as a Shadow Magic Sorcerer feature it bothers me. The problem with it is that Hound of Ill Omen is a holdover from the old edition of Hexblade, it pushes back in what imo is the most iconic part of Shadow powers which is teleporting from shadow to shadow. Honestly I dont understand how it thematically makes sense for them to have a Shadow hound in the first place, its clearly a Pact of the Chain Eldritch Invocation.
Shadow Walk should've been the 6th level feature and the 14th level feature would be an evolution of that that gives the abilty to teleport others through their own shdows and a group teleport as well akin to the DC comics character Shade. If anything Mordenkainen's Faithful Hound should just be added alongside the other shadow themed spells for an expanded spell list.
Also Shadow Magic Sorcerers should freely be able to see through all kinds of Darkness without the Sorcerery point tax.
Well, it depends how the power source "shadow" is seen in your campaign world, by you and your DM. Shadows could be echoes of things that once were on the prime material plane, the connection to where their power/soul/magic went (e.g. the Shadowfell or another kind of "afterlife realm". Drawing shadows to form a "protector/killer" type of summon makes sense in that context (e.g. my shadow sorceress summons her childhood companion dog to defend her with the Hound of Ill Omen).
Since all shadows are connected to the power core of the sorcerer, travelling from shadow to shadow (or teleport) also makes sense. I don't think that shadow = darkness, but that kind of is the route DnD is going with "dim light" additions, like the Twilight Domain cleric as well. Current Shadow sorcery definetly needs an expanded spell list, most newer origins (or general 3rd level choices to specialise in all classes) have. The Dungeon Dudes on YT have put together a few spells for that (not including Mordenkainen's hound).
Shadow monks get the shadow walk ability early because they are a melee character. Having that ability on a caster? Oh boy that would be hella overpowered. I think they didn't include it until 14th because a 6th level caster that basically has unlimited and free misty step (albeit with one drawback, the shadow requirement) would be nuts.
Remember, you can do it in dim light. Think how many spaces you are in that have dim light. Unless you're outside in the day, probably most of them.
I also 100% agree that the shadow sorcerer should be able to see in their own darkness either for free or a lesser cost than 2 sorcery points.
That makes sense that it's actually for balance reasons, idk i'd still want if they can teleport others through shadows besides themselves as the 6th level feature or atleast expand that the 14th level feature can do that too, it offers a diffrent playstyle than Shadow Monk.