Shadow Sorc Rewrite

by Scorpio1997

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Shadow 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. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks
d8 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.
7 Your shadow appears to be alive. And happens to be very expressive.
8 Shadows appear to be far darker than they should around you.

Eyes of the Dark

Starting at 1st level, you have can see normally in both dim light and nonmagical darkness out to 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.

Additionally at 3rd level, you are able to see through magical darkness as though it were normal lighting.

Shadowy Escape

Starting at 1st level, you can vanish in a swirl of shadows to escape harm. When a creature misses you with a melee attack, you can use your reaction to turn invisible and teleport up to 30 feet to an unoccupied space you can see. You remain invisible until the end of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

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 expend a spell slot or 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 Umbral Hound's statistics (see the end of this description) with the following changes:

  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • 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.

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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.

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.

Image Credit Maskman626 from Deviantart


Umbral Hound

Medium Undead, Neutral


  • Armor Class 13 (Natural)
  • Hit Points 37 (5d8+15)
  • Speed 30 ft

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13, Darkvision 60 ft.
  • Languages ---
  • Challenge 2 (450 xp)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Amorphous The hound 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.

Shadow Stealth. While in dim light or darkness, the hound can take the Hide action as a bonus action. Its stealth bonus is also improved to +8.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Umbral Capacity

Optional: Speak to your DM before adding this feature.

Beginning at 1st level

You learn additional spells when you reach certain levels in this class, as shown on the Shadow Origin Spells table. These spells counts as a sorcerer spells for you, but they don’t count against the number of sorcerer spells you know.

Shadow Origin Spells
Sorcerer Level Spells
1st Dissonant Whispers, Arms of Hadar
3rd Silence, Phantasmal Force
5th Feign Death, Blink
7th Shadow of Moil, Evard's Black Tentacles
9th Enervation, Synaptic Static
 

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