Sorcerer
Base Class: Sorcerer

"The Shadowborn Sorcerer wields the dark power of the Plane of Shadow, mastering necrotic energy and shadowy magic to overwhelm foes and cloak themselves in twilight."

Shadow step

Shadow Step:
Starting at 3rd level, while you are in dim light or darkness, you can use your bonus action to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. After teleporting, you have advantage on stealth checks and deal additional necrotic damage equal to three times your charisma modifier + your proficiency bonus on any melee or ranged attack you make before the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hound of the ill omen

Hound of the Ill Omen

3rd-level Shadowborn feature

You summon a spectral hound to harry your foes. As a bonus action, you can spend 2 sorcery points to summon a Hound of the Ill Omen, which targets one creature you can see within 120 feet of you. The hound uses the statistics of a dire wolf, with the following changes:

  • The hound is considered a fey, and its attacks are magical.

  • It has temporary hit points equal to four times your sorcerer level.

  • The hound can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

The hound appears in an unoccupied space within 30 feet of the target. It acts on its own initiative, pursuing and attacking the target until it dies or until the hound is reduced to 0 hit points. The hound disappears if the target is killed, if you summon another hound, or after 1 minute.

Wraith's resilience

6th Level: Wraith’s Resilience

Your body has become further infused with necrotic and shadow energy, granting you supernatural durability. You gain resistance to necrotic damage and cold damage. Additionally, when a creature within 10 feet of you dies, you can use your reaction to gain temporary hit points equal to your charisma modifier + your character level

Umbral echo

At 14th level, you learn to shape your shadow into a spectral wraith, an extension of your own dark essence. As an action, you summon an Umbral Echo in an unoccupied space within 30 feet. This shadowy figure lasts for 1 minute, until it is reduced to 0 hit points, or until you dismiss it (no action required).

Your Umbral Echo has the following properties:

  • Echoing Strike: Whenever you cast a sorcerer spell or cantrip that deals necrotic damage, your Echo mimics your attack. The Echo targets the same creature and deals half the original spell's damage + your Charisma modifier in necrotic damage (no additional spell slot or sorcery points required).
  • Shadow Swap: When you are hit by an attack, you can use your reaction to spend 1 sorcery point and swap places with your Echo, causing the attack to hit the Echo instead. This movement does not provoke opportunity attacks.
  • Wraith Resilience: The Echo has AC equal to your AC (when it was originally summoned), hit points equal to half your maximum HP (round up) , and is vulnerable to fire and radiant damage. It automatically fails saving throws against radiant damage effects.
  • Ethereal Step: The Echo can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes force damage equal to twice your sorcerer level.
  • Doomed Reflection: If the Echo is destroyed by an enemy’s attack, you can immediately regain sorcery points equal to your Charisma modifier (minimum 1).

Once you summon your Echo, you cannot do so again until you finish a long rest, unless you expend 5 sorcery points to summon it again.

Veil of the Void

At 18th level, you become an embodiment of pure darkness, an untouchable specter of death. As a bonus action, you can shift into your Veil of the Void form for 1 minute, gaining the following benefits:

  • Shadowform Immunity: Your body fully transforms into living shadow, making you immune to all damage except radiant and fire. You can move through creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take force damage equal to twice your sorcerer level.
  • Eyes Consumed by Darkness: When you hit a creature with a sorcerer spell or cantrip that deals necrotic damage, the target must make a Constitution saving throw (DC = your sorcerer spell save DC) or be blinded for 1d4 rounds, unless it has a way to see without eyes (such as blindsight or tremorsense). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Abyssal Empowerment: While in this form, whenever you cast a sorcerer spell or cantrip that deals necrotic damage, the damage is doubled, ignoring resistance. If the target has immunity to necrotic damage, it is instead treated as resistance.

Once you use this feature, you cannot do so again until you finish a long rest, unless you expend 7 sorcery points to activate it again.

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