Permutating Pivot

Duskmage A'cki (The Hound of Shadow)
Class: Sorcerer (Shadow): 17   Proficiency BonusPB: +6
Alignment: True Neutral Speed: 40 feet
Hit PointsHP: 155   Hit DiceHD: 17d6 AC: 14
Resistances: Necrotic, Radiant
STR: 12 (+1) Save: +1
INT: 8 (-1) Save: -1
Arcana: +5
DEX: 15 (+2) Save: +2
Initiative: +2, Stealth: +8
WIS: 12 (+1) Save: +1
Perception: +13, Survival: +7
CON: 20 (+5) Save: +11
CHA: 20 (+5) Save: +11
Deception: +11, Intimidation: +11
Other Info
Height: 5' 11'' Weight: 175 lbs Lineage: Shifter (humanoid) Gender: Male Size: Medium
AppearanceLooks: Hooded, skinny, athletic build. Yellow wolf-like eyes. Gaunt, pale, and hairless. Temperament: A'cki Chanje (ah-kee chon-jee) is quiet, subtle and naturally unobstrusive. Always judging, weighing, deciding. Flaws: In the grand calculus of the multiverse, their sacrifice means infinitely more than their lives.
Traits: Avoids unnecessary attachments.
Is always prepared to make the hard choices.
Ideals: Everything in this world dies eventually, so use well what time you have left. Always remember that emotion is weakness. Bonds: Secretly serve the best interests of Arawn.
Languages: Common, Elven, Sylvan, Draconic Proficiencies: Simple Weapons, Three Dragon Ante, Mumblety-peg
Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn.
Gear
Attuned: Blade of Arawn +2, Ring of Arawn, Blackstar Amulet
Gear: Dimensional Satchel
Lineage
Shifter
  Darkvision. You have Darkvision with a range of 60 feet.
  Bestial Instincts. You have proficiency with Intimidation.
  Shifting. As a Bonus Action during your turn, you can take on a bestial aspect, gaining 12 Temporary Hit Points and the benefits of your chosen Shifting option for 1 minute, or until you die, or take another Bonus Action to change back to normal. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest. While shifted you have advantage on Wisdom checks and no creature within 30 feet of you can make an attack roll with Advantage against you unless you are Incapacitated.

Background
Strixhaven Initiate (Silverquill Duskmage): +2 Constitution, +1 Charisma, Thaumaturgy, Vicious Mockery, Inflict Wounds, Sylvan, Draconic, Stealth, Perception, Silverquill Initiate.
Feats
Silverquill Initiate: You know your choice of two cantrips from Sacred Flame, Thaumaturgy, and Vicious Mockery. Choose one 1st level Bard or Cleric spell. You always have that spell prepared and can cast it without using a spell slot once per Long Rest. The spellcasting attribute for these spells is your choice of Intelligence, Wisdom, or Charisma. Additionally, if you have the Spellcasting or Pact Magic feature, the following spells are added to the spell list of your spellcasting class if they are not already present: 1st level [Dissonant Whispers, Silvery Barbs], 2nd level [Calm Emotions, Darkness], 3rd level [Beacon of Hope, Daylight], 4th level [Compulsion, Confusion], 5th level [Dominate Person, Rary's Telepathic Bond]
War Caster: +1 Charisma. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield.
Spell Sniper: +1 Charisma. Your spell attack rolls ignore 1/2 & 3/4 cover. Your spell attack rolls made while within 5 feet of an enemy do not have Disadvantage. Your ranged spell attacks that have a range of at least 10 feet gain +60 feet of range.
Skill Expert: +1 Constitution. You have proficiency with Survival, and Expertise with Perception.
Speedy: +1 Dexterity. Your Speed increases by 10 feet. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn. Opportunity Attacks have Disadvantage against you.
Class: Sorcerer (Shadow)
Class Features: Spellcasting (CHA, Spell Save DC: 19), Innate Sorcery (Bonus Action: 1 minute, +1 spell DCs, Adv on spell attacks. []/LR), Font of Magic (17 Sorcery Points [   ]/LR), Metamagic (Distant Spell, Quickened Spell, Heightened Spell, Subtle Spell, Extended Spell, Seeking Spell), ASI: Warcaster (+1 Cha), Sorcerous Restoration (After Short Rest recover Sorcery Points equal to half your Sorcerer level []/LR), Sorcery Incarnate (Innate Sorcery can be activated by spending 2 Sorcery Points if out of uses. You can use up to two Metamagic options per spell while Innate Sorcery is active), ASI: Spell Sniper (+1 Cha), ASI: Skill Expert (+1 Con), ASI: Speedy (+1 Dex)
Cantrips: Sorcerous Burst, True Strike, Mage Hand, Light, Chill Touch, Message, Elementalism, Background [Thaumaturgy, Vicious Mockery]
Spells: Cause Fear ©, Feather Fall 🗲, See Invisibility, Misty Step 🎗, Disguise Self, Knock, Arms of Hadar, Darkness, False Life, Invisibility, Phantasmal Killer, Dimension Door, Banishment ©, Hunger of Hadar, Phantom Steed, Far Step ©, Synaptic Static, Evard's Black Tentacles, Greater Invisibility, Eye Bite ©, Etherealness, Finger of Death, Bigby's Hand, Mislead, Reverse Gravity ©, Disintegrate, Teleport, Rary's Telepathic Bond ®, Wish, Background [Inflict Wounds /LR]
Spell Slots: 1: 2: 3: 4: 5: 6: 7: 8: 9:
Level 2: Font of Magic Conversions
  Converting Spell Slots to Sorcery Points:
Expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
  Creating Spell Slots:
Bonus Action: spend Sorcery Points to create a Spell Slot of given level. It costs 2 for 1st level, 3 for 2nd level, 5 for 3rd level, 6 for 4th level, or 7 for 5th level. You can't use this feature to create a spell slot higher than the highest spell slot you already have, and spell slots you create in this way vanish when you finish a Long Rest.
Subclass Features
Level 3: Shadow Magic Spells: You always have Shadow Magic Spells prepared.
  Font Fueled. You can cast spells from this list at their lowest level without a spell slot or spell components other than costly materials, by spending Sorcery Points equal to the spell's level (cantrips cost 0 Sorcery Points). Things brought into existence by Shadow Magic Spells cast by you are shadowy in nature rather than their usual appearance. For instance, you call forth a mount composed of shadows when you cast Phantom Steed, tenebrous tendrils when you cast Arms of Hadar or Evard's Black Tentacles, and a shadowy appendage when you cast Bigby's Hand.
  Spells. Arms of Hadar, Chill Touch, Darkness, False Life, Invisibility, Hunger of Hadar, Phantom Steed, Evard's Black Tentacles, Greater Invisibility, Bigby's Hand, Mislead
Level 3: Eyes of the Dark: You can see normally in Dim Light & Darkness (magical & nonmagical) within 120 feet.
Level 3: Phase Out: When damage would reduce you to 0 Hit Points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, your Hit Points become equal to your Sorcerer level plus your Constitution modifier, and until the start of your next turn you are Immune to all damage types except Force and Radiant due to becoming temporarily insubstantial. You can't use this feature if you would be reduced to 0 hit points by Force or Radiant damage. After the saving throw succeeds, you can't use this feature again until you finish a Long Rest.
Level 6: Hound of Ill Omen: You gain the ability to call forth a howling creature of darkness to harass your foes. As a Bonus Action, you can spend 4 or more Sorcery Points to summon a Hound of Ill Omen to target one creature you can see within 120 feet of you. The Hound uses the statistics of a dire wolf, with the following changes:
 * The Hound is size Medium (instead of Large), its creature type is Monstrosity (instead of Beast), it uses your Proficiency Bonus, and it has a number of additional Hit Points equal to double the number of Sorcery Points spent to summon it.
 * As a Bonus Action, the Hound can teleport up to 30 feet if it is in Dim Light or Darkness or if the destination is. 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.
 * At the start of its turn, both you and the Hound automatically know its target's location if they remain on the same plane of existence. If the target is Hidden, it is no longer Hidden from you or the Hound. The Hound appears in an unoccupied space of your choice within 30 feet of the target. It takes its turn at your Initiative count, immediately after your turn ends. The Hound must use all movement available to it in such a way as to end its turn within 5 feet of the target, if able.
  The Hound can use its action only to attack its target. The Hound can make Opportunity Attacks, but only against its target. Finally, 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, after a number of minutes equal to the number of Sorcery Points spent to summon it, or if you dismiss it (no action required).
Level 14: 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 feet to an unoccupied space you can see that is also in Dim Light or Darkness.
Armor and Attacks
Armor: No Armor or Shield: 14 AC
  You mostly rely on being unseen and avoidance, so play smart.
Attacks: Blade of Arawn +2 Dagger 1h, 5-feet, +10 to hit, 1d4+4 Piercing damage, Crit on 19 or 20
  w/ True Strike 1h, 5-feet, +13 to hit, 1d4+7 Piercing or Radiant damage, Crit on 19 or 20
  ...plus +3d6 Radiant
Sorcerous Burst 180-feet, +11 to hit, 4d8 damage
  choose Acid, Cold, Fire, Lightning, Poison, Psychic or Thunder
  ...plus exploding 8's
Expanded Spells
Cause Fear: Level 1 Necromancy (Bard, Sorcerer, Warlock, Wizard), Action, 60-feet, V, Concentration, up to 1 hour. You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become Frightened of you until the spell ends. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  Upcast. You can target one additional creature for each spell slot level above 1. The creatures must be within 30 feet of each other when you target them.
Far Step: Level 5 Conjuration (Sorcerer, Warlock, Wizard), Bonus Action, Self, V, Concentration, up to 1 minute. You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.