Sorcerer
Base Class: Sorcerer

"The Shadow Born are a.. rare breed to say the least. Many such sorcerers wander the wastes; escaping from society, many vie for more power within their destructive gifts, and unfortunately, many attempt to mask their direct connected to the forces of death and ruin. A damn shame if you ask me.. to be born a conduit to such magics is a blessing regardless of how cursed you might feel." - Gretham Karlyle, Ex-Head Dwendalian Eiselcross Research Captain 

 

Shadow Born Sorcerers are known far and wide for being.. relatively unkown, or understandable. This rare breed of sorcerer is posited by many a scholar to be a distant cousin to the "Shadow Magic" sorcerer, but in their recounts it seems the two have major discrepancies. Whereas the Shadow Magic sorcerers seem to draw their magic from the darker forces in the weave, Shadow Born seem to be entirely.. born from it; as if the plane of negative energy itself infused a mortal with its most dreaded and hidden secrets. 

Many of the more well known or rather recounted Shadow Born are known to be able to recreate the darkest of magics without the slightest effort, draining the life from their victims, transforming into haunting visages, and summoning the very Shadows of the Fell itself. If you are to cross paths with a Shadow Born, I hope you pray to whichever god you may that this sorcerer has a light to balance their darkness, lest the world might fear their name. 

Shadow Spells

When you reach a Sorcerer level specified in the Shadow Spells table, you thereafter always have the listed spells prepared.

Shadow Spells
Sorcerer Level Spells
3 Chill Touch, Inflict Wounds, Darkness, Blindness/Deafness, Ray of Enfeeblement
5 Bestow Curse, Vampiric Touch
7 Evard’s Black Tentacles, Blight
9 Contagion, Dominate Person

Eyes of Nocturn

Your vision is supernatural in the.. darkest of ways, cutting through the shadows beyond normal mortal capabilities. You gain darkvision out to a range of 120ft. Additionally, when you experiemce magical darkness or cast a sorcerer spell which would normally leave you Blinded (e.g. Darkness, or Fog Cloud), you are instead uneffected. 

Lifeforce Manipulation

At 3rd level, your existence rejects the norms of "life and death" as most normal mortals see it, beyond this you may manipulate these forces to grant yourself resilience. When you deal Necrotic damage to a creature within 60 ft. using a leveled spell You regain a number of hit points equal to double the spells level. You cannot use this effect if you suffer any levels of Exhaustion. 

Additionally When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 10 or Half of the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage. If the saving throw succeeds, you can’t use this feature again until you finish a Long Rest. 

Necromancy Adept

You gain control over the forces of life and death even further; now able to call on the darkest of spirits to aid you. You gain access to the Animate Dead spell, when you cast the spell at any level; it gains the following benefits: 

  • You needn't provide any corpses as described in the spell
  • The undead created in the spell gain a bonus to their HP equal to double your proficiency bonus
  • You may expend 2 sorcery points when you cast the spell to grant the undead a bonus to its armor class and damage rolls equal to your Charisma modifier. 

Additionally, when you cast Animate Dead using a sorcerer spell slot, you may spend a sorcery point per undead created to make the undead last until destroyed (rather than 24 hours). 

Body of Shadow

You have Resistance to Necrotic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Horrific Transformation

You now have a more masterful control of the dark magic within you, and thus can transorm your body to match your monstrous capabilities. When you use Innate Socery, you are now surrounded by a 5 ft. emanation of magical darkness. When you cast a spell on a creature within this emanation, you may treat the spell as if it was cast 1 level higher.

Additionally, while in this transformed state, you gain Advantage on all charisma (intimidation) checks, and (if you wish) your voice can be heard by any creature within 500 ft. as if you were inches away. 

Torrent of Darkness

You can unleash the pure tether between your soul and the Plane of Negative Energy for a terrifying display of the dark magic within. As a Magic action, you transform in some way (your choice) and out flies a torrent of horrific, shadowy spirits that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a Constitution saving throw against your spell save DC. On a failed save, the effected creatures takes 12d8 necrotic damage and are Frightened of you for 1 minute. On a successful save, the creatures take half as much damage and aren't Frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may use this Magic action once per long rest. 

For the purposes of your Lifeforce Manipulation feature granted at level 3, this Magic action counts as a 9th level spell. 

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