Shadow
A Sorcerer touched by the Shadowfell. They see the world as a glass half empty, envisioning things in the worst light possible. The light is anathema to them as is happiness. They draw upon the powers of shadow itself to bring death and despair to all.
| Level | Prepared Spells |
|---|---|
| 3 | Cause Fear, Chill Touch, Darkness, Inflict Wounds, Misty Step |
| 5 | Fear, Summon Shadowspawn |
| 7 | Phantasmal Killer, Shadow of Moil |
| 9 | Dominate Person, Negative Energy Flood |
Subclass Features
Origin Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
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 CHA saving throw DC equal to 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.
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 teleport up to 120 ft to an unoccupied space you can see that is also in Dim Light or Darkness.
You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Blitz from the Dark
You surprise those with aggressive attacks from the dark. Immediately using your Shadow Walk feature you can cast a spell and impose disadvantage on the spell saving throw.
Umbral Form
You can use a bonus action to 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 1D10 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.
You can use this feature once per long rest or you can regain the use of this feature by expending six Sorcery Points (No action required).