Shadow Magic Sorcerer Exclusive
As a reaction to your turn starting or ending, you may slide your shadow away from your body and animate life into it. The shadow then rises as a creature with hit points equal to twice your sorcerer level and an AC equal to your spell save DC. If the shadows turn starts fully submerged inside a source of bright light or sunlight, it immediately perishes. The shadow acts immediately after you do, and only takes the dodge action unless given other commands. It may take the following actions:
Forbidden Beast. As an action, the shadow may possess a willing creature (which may include your summons) for the next minute. The creature gains a number of temporary hit points equal to the shadows hit points when it possessed it, shares space with the shadow, and the shadow can now exist within bright light or sunlight. While a creature is possessed in this way, it cannot fade from existence unless the shadow is gone or it reaches 0 hit points, and becomes resistant to both Necrotic and Psychic damage.
Drain the Light. The shadow is able to exist in the space of other creatures. If a creature starts its turn while sharing space with the shadow, it takes 1d10 necrotic damage.
Catching Night. As an action, the Shadow can dash up to 60 ft. in one direction in a straight line. Creatures caught within this line must succeed on a Dexterity saving throw, taking 4d8 psychic damage or half as much on a success. If an ally is at the end of this line and is willing, the shadow may immediately use Forbidden Beast on it.
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