Sorcerer: Shadow Magic

Sorcerous Origin


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.


Level 1

You may pick from - or roll on - the following table to create a quirk for your character:

1d6Quirk
1You are always icy cold to the touch.
2When you are asleep, you don't appear to breathe (though you mst still breathe to survive).
3You barely bleed, even when badly injured.
4Your heart beats once per minute. This event sometimes surprises you.
5You have trouble remembering that living creatures and corpses should be treated differently.
6You blinked. Once. Last week.

You gain 120ft. darkvision. At 3rd level, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. You may cast this spell by spending 2 sorcery points, or by casting a spell slot as normal. If you cast it with sorcery points, you are able to see through the darkness created by the spell.

When damage reduces you to 0 hitpoints, you may make a CHA saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hitpoint. You cannot use this feature if you are reduced to 0 hitpoints by either radiant damage or a critical hit. After this saving throw succeeds, you cannot use this feature again until after a long rest.


Level 6

You gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you may spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120ft. of you. The hound uses the #dire wolf's stat block, with the following properties:

  • The hound is size Medium instead of Large, and counts as a Monstrosity instead of a Beast.

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

  • It may 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.

  • 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 30ft. of the target.

  • The hound has its own initiative. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack the target. The hound is able to make opportunity attacks, but only against its target.

  • While the hound is within 5ft. of the target, the target has disadvantage on saving throws against any spell you cast.

  • The hound disappears if it is reduced to 0 hitpoints, if its target is reduced to 0 hitpoints, or after 5 minutes.


Level 14

When you are in dim light or darkness, as a bonus action, you are able to teleport up to 120ft. to an unoccupied space you can see that is also in dim light or darkness.


Level 18

As a bonus action, you may spend 6 sorcery points to transform yourself into a shadowy form. In this form, you gain resistance to all damage except force and radiant damage, and you may 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. This form lasts for 1 minute, until you are incapacitated or die, or if you dismiss it as a bonus action.


Source: Xanathar's Guide to Everything