Shadowborn Sorcerer
Shadowborn 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. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. Roll on the Shadow Sorcerer Quirk table.Shadowborn Origin Spells
Sorcerer Level | Spells |
---|---|
1st | inflict wounds or arms of hadar |
3rd | pass without trace or ray of enfeeblement |
5th | vampiric touch or bestow curse |
7th | shadow of moil or blight |
9th | enervation or creation |
11th | harm or circle of death |
Shadowborn Sorcerer Quirks
d6 | Quirks |
---|---|
1 | You are always icy cold to the touch. |
2 | You don't appear to breathe no matter how hard you're breathing (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. |
Constitution of the Dark
The magic that you command is shadow magic that's infused into your being directly from the shadowfell, You have resistance to necrotic or psychic (once you choose one that's the damage all of your abilities do.) damage. At 6th level, your hit point maximum can't be reduced except by holy means.In addition, using the Optional Damage Type Rules, you can make all of your spells deal exclusively necrotic or psychic damage. spells you cast ignore resistance to necrotic or psychic damage and you can spend 1 sorcery point as a reaction to treat immunity to necrotic or psychic damage as resistance to necrotic or psychic damage.
Eyes of the Dark
Starting at 1st level, you can see normally in the dark and dim conditions with a range of 120 feet and can see through your own magical darkness. Additionally you can expend 2 sorcery points to see through others magical darkness for 1 hour.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.
Strength of Death
At 6th level, your existence in a twilight state between life and death has made you difficult to defeat. When damage reduces you to 0 or lower hit points, you can make a Constitution saving throw (DC 5 + half the damage taken rounded down). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points or lower by radiant damage or by holy items. You can use this Feature a number of times equal to your Constitution Modifier, you recover all uses on a short or long rest.Shadow Walk
At 6th 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 teleport up to 80 feet to an unoccupied space you can see that is also in dim light or darkness. You are considered hidden and have advantage on the first attack you make before the end of the turn.Dire Hound of Ill Omen
At 14th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 4 sorcery points to summon a dire hound of ill omen to target a number of creatures equal to your Charisma modifier that you can see within 120 feet of you. The dire hound uses the dire wolf’s statistics, with the following changes:- The hound counts as a Monstrosity not a Beast.
- It appears with a number of temporary hit points equal to your sorcerer level.
- It can move through other creatures and objects as if they were difficult terrain. The hound takes 4 force damage if it ends its turn inside an object.
- At the start of its turn, the hound automatically knows its targets locations. If the targets were hidden, they're no longer hidden from you and the hound.
The hound appears in an unoccupied space of your choice within 30 feet of its targets. Roll initiative for the hound. On its turn, it can move towards only one of its targets on its turn by the most direct route, and it can only use its actions or reactions to attack or dodge its target. The hound can make opportunity attacks, but only against its current target.
Additionally, while the hound is within 5 feet of any of its targets, the targets have disadvantage on saving throws and attack rolls against you or any spells you cast. The hound disappears if it is reduced to 0 hit points, if all of its targets are reduced to 0 hit points, or after 10 minutes.
Comments