Base Class: Sorcerer
“People who claim that they’re evil are usually no worse than the rest of us… It’s people who claim that they’re good, or any way better than the rest of us, that you have to be wary of.”
― Gregory Maguire
Beauty. Grace. Determination. These are some of the many qualities that embody a Princess. But your heritage means so much more than a life of luxury and poise. As a Princess, you have a higher calling, and a duty to serve your people, even on the battlefield. Your position of power gives you the ability to inspire change in the realm, and you play an integral part in ensuring your allies are aided and your enemies are slain. Thankfully, you will never have to fight these battles alone. Under the Shadow domain, you are fueled by a deep darkness that drives you to slay your enemies without mercy.
Title of Power
A Princess can be of any race and creed, and is considered especially fair and beautiful according to their culture. A Princess is entirely dependent on their title as a source of power, but creatures need not know of this title to be affected by their abilities. A Princess that falls out of power must find a justification to retain their powers and prowess. Talk to your DM beforehand about the origin your your nobility, and what your title means to you and your people. Are you a rebellious heir to a great kingdom? The noble child of a tribal chief? The last survivor of a royal culling or coup? Is there a gender implication to the title in your culture? Don't be afraid to push the boundaries of what the term "princess" means in your society.
Eyes of the Dark
Starting at 1st 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.
Dominating Countenance
Your enemies cower before you. You can cast the spell Fear at 3rd level once per long rest without expending a spell slot. In addition, any creatures who are frightened of you have disadvantage on saving throws against spells that you cast.
Vile Beseeching
Choose 3 "Curse" spells from the following: Hunter's Mark, Bane, Hideous Laughter, Blindness/Deafness, Hold Person, Bestow Curse, orSlow. The 3 chosen spells are added to your known spells list, and count as "always prepared".
Bane
Up to three creatures of your choice that you can see within range must make Charisma Saving Throws. Whenever a target that fails this saving throw makes an Attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the Attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, you can target one additional creature for each slot level above 1st.
Bestow Curse
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Blindness/Deafness
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Hideous Laughter
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Hold Person
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Hunter's Mark
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon Attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends, you can use a Bonus Action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th Level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th Level or higher, you can maintain your Concentration on the spell for up to 24 hours.
Slow
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
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 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Terrorizing Retort
At 14th level, your words carry a frightening power. When an ally that you can see within 30 ft is hit with an attack, but has yet to take damage, you may use your reaction to force the attacker to roll a d4 and subtract the total from the attack roll. The target must be able to hear you, but need not see or understand you. If the new total is less than your ally's Armor Class, the attack misses. You can use this ability a number of times equal to your CHA modifier +1 per long rest.
Engulfed in Darkness
Starting at 18th level, you can spend 8 sorcery points as an action to magically transform yourself into a shadowy dragon form for 1 minute. Your stats are modified as if you had used Wild Shape to change into an Young Red Dragon, retaining your personality, alignment, INT, WIS, and CHA ability scores, as well as your saving throw proficiencies. In addition, you may use a bonus action while moving on your turn to phase through objects and creatures, taking 50 points of force damage if you end your turn inside an object or creature.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
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