Base Class: Sorcerer
You have a connection to the power of the Shadowfell in your blood. Literally, the darkness runs in your veins and arteries.
- This work is based on the Shadowborn subclass created by BulletMagnet.
- (www.dndbeyond.com/subclasses/146196-shadowborn)
No matter how much you check, an error always gets through and you see it, 30 seconds after you press the button. Hopefully there is no more errors.
- Fixed snippet code in Umbral Teleport
- Fixed AC bonus in Shadow Armor
Warped By Darkness: See in Darkness
At first level, you have enhanced vision with your connection to the Shadowfell.
- 60', can see in dim light and darkness (magical and non-magical) as if day.
- Can see any object that is in dim light or darkness, even if there is no line of sight, with in 60’.
Warped by Darkness: Shadow Stealth
At first level, you are harder to detect when walking among the shadows.
- When in dim light or darkness, gain a bonus equal to Charisma Modifier to Stealth.
Shadow Weaving: Shadow Armor
At first level, you can weave together shadow to act as armor.
- Using a 1 hour ritual, the caster weaves shadow into any clothing (not classed as armor.) This turns the clothing black, with a slight sheen.
- Using a bonus action, this weaved shadow can be activated and will provide a magical bonus AC equal to your Charisma Bonus for 8 hours. Once used, requires a long rest to reweave the shadow magic.
Shadow Weaving: Imbue Shadow
At sixth level, you can imbue shadow power into your weapons.
- When using a weapon, you can imbue it with psychic or necrotic damage. Choose on attack.
- When using an imbued weapon or pact weapon, you may reroll a number of damage dice up to your Charisma modifier (minimum of one), or regain hit points equal to your Charisma modifier. If you choose to reroll damage, then you must keep the new roll.
- When you cast a spell using your shadow/pact weapon as an arcane focus, you may spend 2 sorcery points to replace the damage of the spell with psychic or necrotic damage. You may choose the damage type each time you use this ability.
Shadow Weaving: Imbue Weapon
At eighteenth level, you can imbue your weapons with shadow magic.
- As an action with spending 3 sorcery points, you can imbue your shadow/pact weapon with one sorcerer spell you can cast or is already active, then make a single attack.
- If that attack hits, all spell attack rolls for the imbued spell hit the target automatically and are considered part of the single weapon attack.
- The target takes weapon damage, and is subject to the effects of the spell, expending a spell slot accordingly. If the attack has advantage, then all the target’s saving throws against the spell have disadvantage. If the attack misses, the spell has no effect.
- Area spells originate from the target’s space. The spell must be of 1st level or higher, have a casting time of 1 action, or require an action to activate an already active concentration spell.
Shadow Weaving: Improved Shadow Armor
At sixth level you can weave the power of shadow into non-magical armor.
- Can weave the shadow into non-magical armor.
- Gain an light armor proficiency.
Shadow Weaving: Shadow Weapon Pact
At sixth level, the powers of the ShadowFell allow the creation of a pact weapon
- Using a 1 hour ritual, a magical weapon can become a Shadow Pact weapon. At the end of the ritual, the weapon is shunted into an extra-dimensional space in Shadow.
- Using a bonus action, the pact weapon can be called from Shadow.
- Can be used as an arcane focus
- This weapon can be dismissed with no action.
- It will disappear if it is more than 5 feet away from you for more than 1 minute.
- Using a bonus action, a pact weapon can be recalled to you.
- Charisma modifier can be used for weapon attack and damage rolls.
- Damage is necrotic/psychic instead of normal. Damage chosen at time of attack.
- Only one weapon at a time can be a pact weapon, requires a 1 hour ritual to break the pact or to make a new weapon the pact weapon. If you die, the pact is broken. The weapon will reappear at your feet, when the pact is broken.
Umbral Continuity: Reach
At first level, embracing the continuity in shadow, you can reach across shadow.
- While you are in dim-light or darkness, you may use a bonus action to reach through shadows and temporarily occupy a different location, within 60’.
- Until the end of your next turn, you may act as if you occupied that space when performing ability checks, interacting with objects or performing the use an object action.
Umbral Continuity: Movement
At fourteenth level, you move like a shadow.
- Your movement speed increases by 10 feet.
- You permanently gain the effects of spider climb.
Umbral Continuity: Teleport
At forteenth level not only can you reach across, but can now teleport within shadow.
- When you use your Reach feature, you may choose to teleport to the location selected and use the allowed actions from the space you left.
- You may also spend 2 sorcery points to bring additional creatures with you as part of the teleport. Choose up to a maximum of your charisma modifier of additional willing creatures that are within 10 feet of you. Any creature you bring with you has the effects of spider climb until the end of your next turn as they are engulfed in shadows.
Agent of Darkness: Immunity
At eighteenth level, you are immune from any shadow attacks.
- Gain immunity to psychic and necrotic damage.
Agent of Darkness: Defences
At eighteenth level, while you wear your shadow armor, you wrap yourself in layers of surrounding shadow.
- Any attacks against you have disadvantage.
Previous Versions
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11/28/2019 10:14:29 AM
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v1.0
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11/28/2019 10:35:11 AM
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v1.1
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Coming Soon
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Posted May 13, 2020Devil's Sight at first level is too much in my opinion