Base Class: Sorcerer
Consult the Manifestations of Shadow table below to choose or randomly determine a way your connection to the Shadowfell manifests while you are casting your sorcerer spells.
1: Your eyes turn the pure black of the deepest corners of the Shademire.
2: You possess the ash grey skin of the Shadar Kai, regardless of your race or parentage.
3: Your blood is as cold as the Raven Queen's halls, and all warm-blooded creatures you touch feel a deathly chill.
4: You dream dark dreams, where your disembodied mind is transported across plains to walk in the Realm of Shadow.
5: Your earthly body is imbued with the essence of entropy, and you age at half the speed of the rest of your kind.
6: Sources of light flicker in your presence, as if struggling against your dark aura.
Umbral Magic. You learn additional spells when you reach certain levels in this class, as shown on the Umbral Spells table below. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one equipped spell from this feature with another spell of the same level.
1st: Arms of Hadar; Bane
3rd: Archanist's Magic Aura; Augury
5th: Bestow Curse; Summon Shadowspawn
7th: Arcane Eye; Death Ward
9th: Antilife Shell; Circle of Power
Shadow Affinity
At 1st Level, you have advantage on Intelligence and Charisma rolls against persons, creatures and artefacts with Shadowfell origins. You can also understand and be understood by corvids, without the need to cast any spells. You gain the Darkvision ability, or the range of the ability is doubled if you already possess it.
Swallow the Light
At 6th Level, you can extinguish any light source within 60 feet of you that you can see as a Bonus Action once per short rest. In addition to darkening the space, You recover a sorcery point (up to your maximum) from the energy you absorb. The ability scales to 2 light sources per short rest at 14th Level, and 3 at 18th Level.
Deathly Tinge
At 14th Level, whenever you cast a successful spell attack, you can spend 1 Sorcery point per target hit to deal 3 d6 extra Necrotic damage to them.
Umbral Twin
At 18th Level, once per long rest you can spend an Action to summon a shadow doppelganger of yourself. For 1 minute your shadow can move independently from you on your turn using your movement speed. It can cast spells from your spell list without using any of your spell slots, but at the cost of 1 Sorcery Point per spell. This ability requires concentration, so concentration spells cannot be cast by yourself while the ability is active. If you fail a concentration save for this ability, you have the option to spend 3 Sorcery Points to automatically succeed.
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