Sorcerer
Base Class: Sorcerer

Homebrew shadow sorcerer

Pierce the Murk

Starting at 1st level your eyes turn black and you gain the ability to see in dim light or darkness as though it were bright light out to a range of 200 feet. In addition you gain the ability to manipulate shadows in the following ways as an action.

  • Animate a shadow you can see within 120 feet, making it stretch, move and change shape in any way you choose. 
  • Shroud yourself in shadows, spending 1 sorcery point to lightly obscure yourself and gain advantage on stealth checks involving sight while within dim light or darkness for up to 10 minutes
  • Warp shadows around yourself menacingly, spending 1 sorcery point to gain advantage on intimidation checks against creatures that can see you for 1 minute.
  • Shroud an object you can see within 60 feet, making it opaque and black for up to 2 hour.
  • Snuff out a number of nonmagical lights that you can see within 120 feet equal to your charisma modifier.

 

Umbral Magic

At 1st level you gain an additional spell list of shadow spells, and gain access to the warlock spell list. These spells don't count against your number of spells known and are always prepared. When you gain a sorcerer level you can replace one of these spells. In addition, you can also cast the spells on this list using a number of sorcery points equal to the spells level, in place of spell slots. In addition you also learn an extra spell at 12th, 14th, 16th, 18th, and 20th level.

 

Additional spells

Cantrip: Dark Shard

1st level: Catapult, Dissonant Whispers

2nd level: Pass without Trace, Shadow blade

3rd level: Hunger of Hadar, Summon Shadowspawn

4th level: Raulothim's Psychic Lance, Shadow of Moil

5th Level: Bigby's Hand, Enervation

 

Shadow Step

Starting at 6th level as a bonus action you can step into a shadow large enough to cover you or an area of dim light or darkness and fall through the darkness, teleporting to another shadow or area of dim light or darkness that you can see within 120 feet. 

You can spend 2 sorcery points to bring a willing creature that you can see within 5 feet of you, provided there is enough space in the starting and ending shadows or areas of dim light or darkness.

Dark Grasp

As an action at 6th level you can extend your shadow into tendrils to interact with the environment. These tendrils have a range of 100 feet and are 2 dimensional, moving across surfaces, and through or across translucent objects, and require concentration. With these tendrils you can as an action

  • Grasp, move and feel objects from a distance, using your charisma in place of strength. You can move the object up to 60 feet per turn.
  • Attempt to grapple or shove a creature you can see within range, using your charisma in place of strength.
  • Attempt to move a grappled creature for 1 sorcery point. The creature must make a strength saving throw against your spell save dc or be moved 20 feet in any direction, taking 2d6 bludgeoning damage if they collide with an object.
  • Pull yourself 30 feet in the direction of a surface or grappled creature.

Tenebrous Avatar

At 14th level you gain the ability to become a shadow as a bonus action costing 5 sorcery points, polymorphing into a wraith, using the wraith stat block, but keeping your own stats and proficiencies. While in this form you can cast spells, use features or attuned magic items, and may pick up and stow objects, but may not use material components or any other objects on your person, and may not use the wraiths create specter or life drain actions. This form can be ended as a bonus action, but otherwise lasts 10 minutes or until your hit points are reduced to 0, or 1 minute if this feature is activated in combat.

You may use this feature once per long rest.

Shadow Gate

Starting at 18th level you can open a series of shadow gates as a 3 round ritual. This gate appears on a surface in an area of dim light or darkness that you can see, and opens at another area of dim light or darkness at an area you are familiar with. The maximum distance this gate can be used to travel is 1 mile. The gates appear as a swirling black mist, 10 feet in diameter, showing the other side through the center, and can only be entered from one side. The gate lasts for as long as you maintain concentration.

Creatures hostile to you are unable to move or teleport through the gate, but can send projectiles and spells through.

This feature can only be used once per long rest.

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