Base Class: Sorcerer
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
The power of shadow magic casts a strange pall over your physical presence. Darkness follows in your footsteps, things just out of sight bow to your commanding presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.
At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
Shadow Sorcerer Quirks
| d6 | Quirk |
|---|---|
| 1 | You are always icy cold to the touch. |
| 2 | When you are asleep, you don’t appear to breathe (though you must still breathe to survive). |
| 3 | You barely bleed, even when badly injured. |
| 4 | Your heart beats once per minute. This event sometimes surprises you. |
| 5 | You have trouble remembering that living creatures and corpses should be treated differently. |
| 6 | You blinked. Once. Last week. |
Eyes of the Dark
Starting at 3rd level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness 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. If you cast it with sorcery points, you can see through the darkness created by the spell.
Familiarity of the Dark
Starting at 3rd level, you've already become a keeper of dark creatures hailing from the land of shadow. Once per long rest you can cast the Find Familiar Spell as an action without expending a spell slot. Any damaging spells cast through this familiar deals extra necrotic damage equal to the double the level of the spell cast (minimum of 1 for cantrips). Furthermore while your familiar is in darkness they are invisible.
Beast of Ill Omen
At 6th level, you gain the ability to call forth a creature of darkness to harass your foes or gain an advantage in combat. As a bonus action, you can spend 3 sorcery points to magically summon a creature of ill omen within 120 feet of you. You can have a number of beasts active at once equal to half your charisma modifier rounded up (minimum of 1).
- Each creature summoned uses a different statistics as its base
- It appears with a number of temporary hit points equal to half your sorcerer level.
- It can move through other creatures and objects as if they were difficult terrain. The Creature takes 5 force damage if it ends its turn inside an object.
- At level 6 the options for creature are Wolf, Hawk, and Octopus.
- The creature rolls its own initiative.
- The Creature is a monstrosity, not a beast.
The Hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:
- The hound is size Medium, not Large.
- At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, after 5 minutes, or if it gets over 120 ft away from you.
The Hawk uses the hawk statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:
- The Hawks hit dice is 1d10.
- At the start of its turn, the Hawk knows where any creature within 60ft of it is, it sees past any invisibility or illusory objects.
- You can use a bonus action to see through the Hawks eyes.
The Hawk can use its action to give an ally within 30ft advantage on their first attack roll of their turn, additionally the ally does not get disadvantage from magical darkness (magic or natural). The Hawk can move freely on its turn using all its movement. The hawk disappears if it is reduced to 0 hit points, or after 5 minutes.
The Octopus uses the Octopus statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:
- The Octopus hit dice is 1d12,
- The Octopus cannot move using its own movement.
The Octopus can use its action to make a ranged spell attack (using your spell attack modifier) against a creature it can see within 60ft, or a creature in dim light or darkness regardless of sight lines. On a hit the creature takes 1d8 + (CHA Mod) poison damage, and is blinded, if the creature is already blinded they take an additional 1d8 poison damage. Additionally any ally within 5ft of the Octopus can use an Action to coat their Weapon or Ammo with Poison Ink, causing their weapons to potentially blind creatures they hit. Any creature hit with with a coated weapon must make a Con save equal to your spell save DC or be blinded until the end of their next turn. The poison coating lasts for 1d4 attacks, or until the ammo is expended.
Shadow Walk
At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 90 feet to an unoccupied space you can see that is also in dim light or darkness. You can increase the range of the teleport by 15ft by spending a sorcery point, for every additional sorcery point you spent you can increase the teleport by an extra 15ft.
Furthermore as a reaction to taking damage from an attack you can switch places with a Beast of Ill Omen within the range of your teleport, if you spend 2 sorcery points you can half the damage you took (This does not require you to be in dim light or darkness).
Darkest Hunt
The Minimum number of Beasts of Fell Omen you can control at once increases to 3 if it was not already.
While you are in control of three beasts of Fell Omen, you can take an action to perform the ritual of Darkest Hunt, Inciting the verse "In deepest night or lightest day, Darkest Hunt will find its prey".
This allows you to target a creature you see within 30ft of you and mark them for the hunt, Darkest Hunt then appears in a space adjacent to you. When Darkest Hunt is summoned in this way you all other Beasts of Ill Omen disappear, furthermore you cannot summon anymore Beasts of Ill Omen until you short or long rest.
Darkest Hunt will be active until the marked creature is killed as long as the Sorcerer who performed the ritual is within 600ft. A sorcerer who dies before the creature is killed and while within 600ft of Darkest Hunt can allow Darkest Hunt to Hunt the creature even past their own death and beyond the 600ft limit.
- The creature rolls its own initiative.
- Darkest Hunt uses the Darkest Hunt statistics.
- The Sorcerer controls Darkest Hunt completely.
- Any ally within 5ft of Darkest Hunt can use an Action to coat their Weapon or Ammo with Vanta Black, causing their weapons to potentially paralyze creatures they hit. Any creature hit with with a coated weapon must make a Con save equal to your spell save DC or be Paralyzed until the end of their next turn. The Vanta Black coating lasts for 1d4 attacks, or until the ammo is expended.
- Darkest Hunt Always knows where its target is.
- Darkest Hunt disappears if it is reduced to 0 hit points (goes to shadowfell), if the marked creature is killed, or if it gets 600ft away from you (only if you aren't dead).
AC 20 Initiative +9 (19)HP 252 (24d10 + 120)Speed 45 ft., fly 45 ft., swim 45 ft., burrow 45 ft., climb 45 ft.Mod Save STR 24 +7 +7 DEX 9 -1 -1 CON 20 +5 +5 Mod Save INT 10 +0 +0 WIS 18 +4 +4 CHA 1 -5 -5 Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or DarknessImmunities Necrotic, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, PoisonedSenses Darkvision 120 ft., Truesight 120ft, Passive Perception 20Languages Understands Common but can’t speakCR 16 (XP 15,000; PB +5)TraitsTenebrous Aura. All light within a 30ft emanation of Darkest Hunt is made dim, regardless of its magical or natural potency. Furthermore all Sorcerer Spell attacks made against creatures within 15ft of Darkest Hunt are made at advantage.
Necrotic Absorption. Whenever Darkest Hunt is subjected to Necrotic damage, it regains a number of Hit Points equal to the Fire damage dealt.
Magic Resistance. Darkest Hunt has Advantage on saving throws against spells and other magical effects.
Endless Hunt. When Darkest Hunt is dropped to 0 hit points it returns to the ShadowFell for 24 Hours before it continues it's hunt of the marked creature going back to the space it died with full health. If the space it died in is occupied, it will return to the nearest unoccupied space. Furthermore if a creature within 30ft of Darkest Hunt teleports by any means other than a Gate Spell, Darkest Hunt can follow them through the Teleportation.
Haunting Form. Darkest Hunt can move through other creatures and objects as if they were difficult terrain. The Creature takes 5 force damage if it ends its turn inside an object.
ActionsMultiattack. Darkest Hunt makes two attacks, using Bladed Arm
Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Necrotic damage. Furthermore a creature hit by Bladed Arm must make a DC 19 Con save or be Paralyzed.
ReactionsBeguiling Shade (Recharge 5/6). As a reaction to the marked creature making a saving throw. Darkest Hunt causes the creature to immediately fail the saving throw.
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