Shadow Sorcery Sorcerer

Shadow Sorcerer Quirks

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

d6 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.

Class Features

Feature Description
Eyes of the Dark At 1st level, you have darkvision with a range of 120 feet.

At 3rd level, you learn the darkness spell, which doesn’t count against your sorcerer spells known. You can cast it by spending 2 sorcery points or using a spell slot. If cast using sorcery points, you can see through the darkness created by the spell.
Strength of the Grave At 1st level, when damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you drop to 1 hit point instead.

You can’t use this feature if you are reduced to 0 hit points by radiant damage or a critical hit. After a successful save, you must finish a long rest before using this feature again.
Hound of Ill Omen At 6th level, as a bonus action, you can spend 3 sorcery points to summon a hound of ill omen that targets a creature you can see within 120 feet.

The hound uses a dire wolf’s statistics, with these changes:
  • Size: Medium (not Large), and it is a monstrosity.
  • Appears with temporary hit points equal to half your sorcerer level.
  • Can move through creatures and objects as difficult terrain (takes 5 force damage if ending its turn inside an object).
  • Knows its target’s location at the start of its turn (removes hidden condition from target).
  • Appears within 30 feet of the target and moves directly toward it.
  • Can only attack its target and make opportunity attacks against it.
  • While within 5 feet of the target, the target has disadvantage on saving throws against your spells.
The hound disappears if it or its target is reduced to 0 hit points or after 5 minutes.
Shadow Walk At 14th level, while in dim light or darkness, you can use a bonus action to teleport up to 120 feet to another unoccupied space in dim light or darkness.
Umbral Form At 18th level, as a bonus action, you can spend 6 sorcery points to transform into a shadowy form for 1 minute.

While in this form:
  • You have resistance to all damage except force and radiant damage.
  • You can move through creatures and objects as if they were difficult terrain.
  • If you end your turn inside an object, you take 5 force damage.
The form ends early if you are incapacitated, die, or dismiss it as a bonus action.