Sorcerer
Base Class: Sorcerer

Cursed Shadow Magic

You are a creature of the shadows, 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 cursed shadow magic casts a strange pall over your physical 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 Cursed Shadow Sorcerer Quirks table to create a quirk for your character.

Cursed 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.

Cursed Shadow Magic Features

SORCERER LEVEL FEATURE
1st

Phantom Eyes, Sovereign's Shadow Spirit, undying will

6th  Shadow Hound
14th Shadow Form
18th Shadow Fortitude
 

 

  

Phantom Eyes

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.

When you reach 5th level in this class, you learn the Shadow Appraisal 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 cast the spell without concentration.

Sovereign's Shadow Spirit

Starting at 1st level, your existence in a shadow state between life and death which makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Intelligence saving throw (DC 5 + half 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 a critical hit.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Undying Will

With your feeble connection to loki you gain access to low level spell.

Starting at 1st level, with this you select to 2 spells ever other level from cantrips through 2nd level

Undying Bloodline

With your decent connection to loki you gain access to advance level spell.

When you reach 11th level in this class, with this you select to 2 spells ever other level from 6th level through 7th level

Undying Connections

With your faint connection to loki you gain access to mid level spell.

When you reach 5th level in this class, with this you select to 2 spells ever other level from 3rd level through 5th level

Undying Legacy

With your noticeable connection to loki you gain access to expert level spell. 

When you reach 15th level in this class, with this you select to 2 spells ever other level from 8th level through 9th level

Shadow Hound

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 2 sorcery points to magically summon a shadow hound to target one creature you can see within 120 feet of you. The shadow hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:

  • The shadow hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to your sorcerer level plus your proficiency bonus.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • 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.

The shadow hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the shadow 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 shadow hound can make opportunity attacks, but only against its target. Additionally, while the shadow hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The shadow hound disappears if it is reduced to 0 hit points or after 5 minutes.

Shadow Form

Starting at 14th level, your body begins to exist partially in the Plane of Shadow, granting you half cover (+2 to DEX saves and AC) constantly. Additionally, you step partially through the Plane of Shadow when you travel, granting you +10 base land speed, you can spend 4 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

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.

Shadow Fortitude

Starting at 18th level, the shadow soldiers that are prepared will merge with your body and make a colossus shadow armor that will make you one size larger and give you one of their abilities and one of their features from each shadow soldiers. Also gives you temporary hit points equal to 5 time the amount of shadow soldiers you have stored. 

You can only use this feature once per long rest.

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