Base Class: Sorcerer
The Netherese Empire was once great, but it has fallen, the only living city having permanently locked itself in the Shadowfell, transforming the residents into Shadovar cloaked and elusive that could avoid detection without cover in broad daylight due to their translucency. You are descended from this ancient people, one of the shades of Thulanthar letting you gain forbidden magic of the netherese to unleash upon your unfortunate enemies
Shadebound Invocations
Due to your accursed lineage, at 1st level, you gain the ability to channel your Netherese ancestors through you to cast Shadebound Invocations. When casting a Shadebound Invocation, you sacrifice certain amounts of HP to cast (all Shadebound Invocations can be cast at any level if enough HP is available)
Additionally, if a Shadebound Invocation drops you to 0 Hit Points, you have advantage on death saving throws
Shadebound Invocations
| Invocation | Effect(s) |
|---|---|
|
Siphon Anauria (2 Hit Points) |
Channel the city of Smiths and Masons, a fellow party member of your choice gains 1d6 Inspiration on their next Weapon Attack |
|
Siphon Nhalloth (7 Hit Points) |
Channel the Sunken City, project a vision of a drowned corpse before you, forcing an enemy of your choice to make a DC 16 Charisma Saving Throw or fall prone and become frightened |
|
Siphon Jiksidur (3 Hit Points) |
Channel the City of Spies, become cloaked in a veil of magic concealing you from sight, gaining invisibility for a number of turns equal to your proficiency bonus |
|
Siphon Xinlenal (10 Hit Points) |
Channel the City of Oracles, puppets the next attack of an opposing creature to be targeted at a creature of your choice, if the attack lands, you can make a proficiency bonus level spell cast instantaneously |
|
Siphon Lhaoda (15 Hit Points) |
Channel the City of Storms, project a 30 ft cone of ethereal lightning before you, all caught within the area must make a DC 14 Constitution Saving Throw or 10d6 Lightning Damage, on a successful save, take half as much damage |
|
Siphon Ythryn ( Proficiency bonus Hit Points) |
Channel the City of Ghosts, to restore your your cursed soul, you steal from another, if at full Hit Points the drained are added as temporary Hit Points with the following parameters:
This Invocation can only be done 2/Short Rest |
|
Siphon Thulanthar (25 Hit Points) |
Channel the City of Shadow, Summon 3 Spectral in Appearance Demos Magen to aid you, the apparitions dissipate after 2 minutes |
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Fractured Heirloom
Your bloodline has an ancient heirloom that has been passed through the generations. At 1st level, you own an heirloom, this can be flavoured as almost any item as long as is permitted by DM. It begins With 8 + class level charges and if charges are fully expended, the heirloom cannot be used for 1d4 days. Your heirloom has many functions:
- It can act as a spell-casting focus
- can expend 3 charges to perform one extra dash action
- can expend 6 charges to cast Gust of Wind OR Jump without expending a spell slot
- can expend 10 charges to to thin the barrier between this plane and the ethereal plane in a 20 ft radius sphere around your heirloom any creature caught in the area must succeed on a Charisma saving throw of your spell save or be frightened and take 3d6 psychic damage
Cloak of Torment
Starting at 6th level, A translucent cloak of your netherese ancestors manifests around you, blowing constantly in some distant ethereal wind giving you defences while in the presence of its ghostly veil.
- Gain a +2 bonus to AC
- Gain Proficiency in intimidation and performance checks
Shimmer
At 14th level, you gain the ability to cloak yourself entirely, letting you phase through walls of 5 ft or less in thickness and gain a burrow speed equal to half your walking speed (flavour as phasing into floor). You have disadvantage on all stealth checks made while phasing
Dark Mirror
Beginning at 18th level, you can siphon your shadovar ancestor into a pure state in your plane of existence for a short time. Once per day, you can bring your ancestor to this plane, taking over your body in the process, making your cloak appear solid and your body shrouded, only showing 2 maddened eyes. you gain the following effects for 1 minute:
- Your alignment is opposite to your current alignment for the duration
- You gain temporary hit points equal to your spell save DC
- your unarmed attacks deal 1d10 magical piercing damage, and, if landed on a hostile creature they are grappled, the grappled creature follows your movement and must make a DC 19 Strength check in order to break free, they automatically are freed once the minute is up
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