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Shadow Magic

Overview

These sorcerers are creatures of shadow, for their innate magic comes from the Shadowfell itself. They might trace their lineage to an entity from that place, or perhaps they were exposed to its fell energy and transformed by it.   The power of shadow magic casts a strange pall over these sorcerers' physical presence. The spark of life that sustains them is muffled, as if it struggles to remain viable against the dark energy that imbues their soul.  

Features

1st Level - Eyes of the Dark

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.  

1st Level - Strength of the Grave

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.  

6th Level - 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 is a dire wolf with temporary hit points equal to half your sorcerer level, and it 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.  

14th Level - Shadow Walk

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.  

18th Level - Umbral Form

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.
Sorcerer

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