Sorcerer
Base Class: Sorcerer

Restricted to Male Drow or Male Half Drow

You or a male ancestor have been born in an area overlapped by the Shadowfell, or perhaps conceived in a dark ritual. Somehow you have darkness in you, a connection to the very essence of it that exists through all planes. This grants you power over the weave of reality to cast spells but also manifests powers of shadow, fear, illusion, coldness and death. You can pass through objects, alter minds, and move from shadow to shadow silently.

Dark Drow Sorcerers are rare and very secretive for fear of retribution from Drow Females. Their powers are usually misunderstood and more often than not they may be shunned or hunted by those who fear them.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the 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 radiant damage or by a critical hit.

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

Dark Nature

Darkness is part of who you are. You can also see through non-magical and magical darkness out to a range of 60ft. (Half-Drow) or 120 ft. (Drow). Your vision you can treat all dim light and any non-magical darkness in range of your sight as if it were bright light but you can still tell what light level it is supposed to be. 

Additionally you see into any area of dim light or darkness that is within 60ft of you that is blocked by obstructions like objects or walls; this only allows you to be aware of the areas and see if spaces are occupied or not. You may see movement but you do not see color or definition and will be unable to differentiate between an object or creature or even properly identify the shape of an object or creature.

At home in the dark and quiet you are naturally stealthy. Shadows seem to darken for you more than normal and reduce noise you make. You gain proficiency with the Stealth skill and if you are in an area of dim light or darkness you have advantage on Stealth checks.

Drow

120ft Darkvision

Half-Drow

60ft Darkvision

Dark Magic

Your dark magic manifested the ability to learn more magic typical of High Drow Magic. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn to cast shadow step  and faerie fire  equal to Cha Modifier per long rest. They do not count against your maximum known spells.

Additionally when you reach 3rd level in this class you learn the darkness  spell and this does not count against your maximum of known spells. You can choose to move the area of darkness up to 30ft in any direction you choose but the central point of the spell's area of effect must be within 120ft of you.

Hound of Ill Omen

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 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. 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, and it counts as a monstrosity, not a beast.
  • 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 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 hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for 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, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you embrace the traits of the shadow and appreciate the continuity that exists in all darkness.  You ignore the effects of gravity while standing on a surface, much like the shadows cast upon ceilings and walls.  You gain the following:

  • Your movement speed increases by 10 feet.
  • You permanently gain the effects of spider climb.
  • You may spend 2 sorcery points to  bring additional creatures with you as part of the teleport.  Choose up to your charisma modifier (minimum of 1) in 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.

Umbral Form

Starting at 18th level, you can spend 6 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 and radiant 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.

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