Sorcerers

Shadow

You have an innate affinity to the Shadowfell or the negative energy plane or perhaps the deep ethereal. As such, you are drawn to shadows and anything that has a connection to fell magical energies. 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 3: Shadow Magic Spells

Your sorcerous heritage ensures that you always have certain spells at the ready.

When you reach a Sorcerer level specified in the Shadow Magic Spells table, you thereafter always have the listed spells prepared. They are Sorcerer spells for you and do not count against your Prepared Spell limit.

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.

  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).

Shadow Magic Spells
Sorcerer Level Spells
3
Arms of Hadar, Chill Touch, Darkness, False Life, Invisibility
5
Hunger of Hadar, Phantom Steed
7
Evard's Black Tentacles, Greater Invisibility
9
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.

Level 18: Umbral Form

You can spend 1 or more Sorcery Points as a Bonus Action to transform yourself into a shadowy form for 1 minute per Sorcery Point spent. Additionally, when you transform you also gain a number of Temporary Hit Points equal to double the number of Sorcery Points spent. This transformation ends early if you are Incapacitated, if you die, or if you dismiss it (no action required).

In this form, you have Advantage on Dexterity (Stealth) checks, Resistance to all damage types except Force and Radiant, 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.