Sorcerous Origin: Shadow Magic (Variant)

by Dimitriegm

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Sorcerous Origin: Shadow Magic

Shadow Spells

You learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Illusion or an Necromancy spell from the sorcerer, warlock, or wizard spell list.

Sorcerer level Spells
1st Disguise Self, Inflict Wounds
3rd Pass without Trace, Shadow Blade
5th Phantom Steed, Summon Shadowspawn
7th Greater Invisibility, Phantasmal Killer
9th Bigby's Hand, Danse Macabre

Eyes of the Dark

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.

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 + half 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.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As an action, you spend 3 sorcery points to summon a Hound of Ill Omen to target one creature you can see within 120 feet of you.

See this creature's game statistics in the Hound of Ill Omen stat block, which uses your proficiency bonus (PB) in several places. You determine the hound´s specific appearance.

In combat, the hound shares your initiative count, but it takes its turn immediately after yours. On its turn, it can move only toward its target, and it can use its action only to attack its target or dash. The hound can make opportunity attacks, but only against its target.

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 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 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, as a bonus action you can 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.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.


Hound of Ill Omen

Medium monstrosity, neutral evil


  • Armor Class 10 + PB
  • Hit Points 5 + five times your level in this class.
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 8 (-1) 12 (+1) 6 (-2)

  • Damage Resistances necrotic
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands the languages you speak

Incorporeal Movement 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.

Sense of Ill Omen 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.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Presence of Ill Omen while the hound is within 5 feet of the his target, the target has disadvantage on saving throws against any spell you cast.

Actions

Bite. Melee Weapon Attack: your spell attack modifier , reach 5 ft., one target. Hit: 2d6 + PB piercing magic damage. If the target is a creature, it must succeed on a Strength saving throw equal to your spell DC or be knocked prone.

 

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