Sorcerer
Base Class: Sorcerer

Whether you were born beneath it, bound to it, or completed a ritual to it, you have been infused with the silvery, illusory power of the new moon and it's darkness.

Child of the Moon

You gain dark vision out to a range of 120 feet. Additionally, you gain proficiency in the stealth skill if you do not already have it.

When you reach 3rd level in this class, you learn the invisibility spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot.

Shifting Shadows

While you are in dim light or darkness, you are surrounded by an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Dark Pulse

At 6th level, you can harness the power of darkness to unleash a wave of shadowy energy. As an action, you can expend 4 sorcery points to unleash a 15 foot radius wave of dark energy. Each creature within range must make a constitution saving throw against your spell save DC. On a failed save, a target takes 3d6 necrotic damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded.

Dark Void

Starting at 14th level, you may cast the levitate spell on yourself at will. Additionally, when you are in dim light or darkness, as a bonus action, you may teleport up to 60 feet to an unoccupied space that is also in dim light or darkness.

In addition, you can tap into the abyssal power of the night to plunge creatures into a deep slumber. As an action, you can spend 5 sorcery points to unleash a wave of darkness in a 30-foot radius centered on yourself. Each creature of your choice within the radius must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, a creature falls unconscious for 1 minute or until it takes damage or someone uses an action to shake it awake.

Once you use this feature, you can't use it again until you finish a short or long rest. Additionally, the range of this feature increases to 60 feet at 18th level.

Nightmare Shroud

At 18th level, you have mastered the silvery darkness of the new moon. You gain the ability to cast greater invisibility without spending a spell slot. You may use this ability a number of times equal to your charisma modifier.

Additionally, any creatures unconscious as a result of your Dark Void ability take 2d6 psychic damage at the start of each of their turns while unconscious. This damage does not cause them to awaken.

Finally, you can spend 5 sorcery points to cast phantasmal killer without expending a spell slot. When you cast phantasmal killer using this feature, the target cannot realize that the damage is illusory until it drops to 0 hit points.

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