Shadow Magic Revised
You are a creature linked and bound to shadow and darkness. You might trace your lineage to the Shadowfell, or perhaps you were exposed to the dark energies of the world and transformed by them.
Eyes of the Dark
At 1st level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Starting at 3rd level, you learn the darkness spell but it does not count against your number of maximum known spells. You may cast this spell using 2 Sorcery Points instead of spell slots and without needing any material components.
Sorcerous Shade
At 1st level, your shadow is a Shade, a physical entity that appears as a moving shadow to others. Your Shade shares your initiative and acts under your control. Your Shade has the following statistics:
Sorcerous Shade
Medium Monstrosity, unaligned
14+PB
6xlvl
30
-2
+3
+2
-
-
-
Details Magical darkvision 120 ft., understands your languages, vulnerable to Radiant, immune to Frightened
Incorporeal Shadow. Cannot interact with objects or move them.
Amorphous. Can move through a space as narrow as 1 inch wide without squeezing.
Shade Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
Rend. Melee Weapon Attack: 2xPB, 2d4 cold
The damage dice of this attack increases based on your Sorcerer level, to 2d6 at 5th level, 2d8 at 11th level, and 2d10 at 17th level.
Your Shade has the ability to cast your Origin spells or Touch spells as if you were the caster. If the spell requires concentration, you concentrate on it. It also shares your INT/WIS/CHA stats and is proficient in your saving throws.
When you complete a short rest, your Shade regains hitpoints equal to half its maximum hitpoints.
When you complete a long rest, it regains all of its hitpoints.
It cannot die while you are alive. When reduced to 0 hitpoints, it becomes inert until healed or 1 hour has passed, to which it regains physicality at 1 hitpoint. Alternatively starting at 2nd level, you may spend 2 sorcery points to revive it equal to half hitpoints.
When you reach 2nd, 6th, 14th, and 18th level, your Shade gains a new ability of your choice from the Shade Magics table below.
Shadow Stride
At 6th level, you gain the ability to step from one shadow into another. As a bonus action, you may step into a shadow within 5 feet of you and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object. If you are within dim light or darkness, you may instead teleport freely to another location that is dim light or darkness within 60 feet. Your Shade may also use this feature and counts as a shadow you may move to.
Umbral Form
Starting at 14th level you can spend 6 Sorcery Points as a bonus action to assume a form of pure shadow and darkness for 1 minute or until you dismiss it as a bonus action. While in this form, you and your Shade gain the following features:
- In this form, you have resistance to all damage except force and radiant damage.
- 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. If this form ends while you are in an object you are shunted out to the nearest unoccupied space taking 6D6 force damage and are knocked prone.
- You gain vulnerability to radiant damage when in this form.
- When in dim light or darkness, movement is half the normal cost; one foot of your speed is two feet of movement.
As a bonus action at any time before the Shadow Form ends or at the moment it would end you can choose to extend the form for another minute using 3 sorcery points. Once a Shadow Form use has been extended in this way it can not be extended this way again - you would need to adopt the Shadow Form again using 6 Sorcery Ponts as normal.
Infinite Dark
At 18th level, you may tap into your deepest connections to the darkness of the world. You may spend 10 sorcery points pour your mind in the shadows of the world and teleport yourself and up to 7 other allies to a location that meets the following criteria:
- Has dim light or darkness covering an area large enough to accommodate you and your allies.
- Is an area you or traveling companion are familiar with or one you can see within the same plane of existance.
Alternatively, you may teleport to the Shadowfell or plane equivalent as if you casted the plane shift spell. While within the Shadowfell, you may instead teleport to any plane of existence.
If the defined area does not meet the requirements, nothing occurs and you regain 5 of the expended sorcery points. Otherwise, darkness envelops you and any companions and transports you to the location.
Shade Magics
Your Shade grows in power along with you and gain abilities of your choice you reach certain levels in this class. You may choose one of the following abilities for your Shade to learn when you reach 2nd, 6th, 10th, 14th, and 18th level level:
Oppose
Defensive Maneuver. Whenever your Shade is within 5 feet of you when you are targeted by a melee or ranged attack, it may spend it's reaction to instead be targeted by the attack. If the attack hits and your Shade is not reduced to 0 hit points, the attacker takes half the damage it dealt in cold damage.
Invite Hell
Lashing Shadows. Your Shade may make a ranged weapon attack against a target within 30 feet of it. The target must make a Wisdom saving throw against your spell save DC or take 2d4 cold damage. The damage dice of this attack increases based on your Sorcerer level, to 2d6 at 5th level, 2d8 at 11th level, and 2d10 at 17th level.
Pierce
Shadow's Embrace. Your Shade may grapple targets of Large size or smaller using your spellcasting modifier instead of Strength. Additionally, while a creature is grappled by your Shade, it takes cold damage equal to your spellcasting modifier at the start of its turns and the creature becomes frightened.
That's a Lot!
Arcane Catalyst. Your Shade may be targeted by your ranged spell attacks as if it were an enemy or a point you see. If you do so, your Shade may bounce the targeting to the closest hostile creature within 30 feet of itself. If the spell has an area of effect, your Shade is immune to the effect or damage. If your Shade is also within 5 feet of a creature behind three-quarter or half cover, your spell ignores this cover.
Break The Law
Corporeal Interaction. Your Shade may interact with objects as if it were a normal creature by grabbing an object's shadow and carrying it. If an object is in dim-light or darkness, your Shade may interact with it freely. It additionally may move through creatures as if they were difficult terrain.
Rise and Fall
Shade Wall. Your Shade may spend an action to become a wall of shadow, making itself a thin veil-like wall 5 feet wide and 10 feet tall. This wall heavily obscures a creatures behind it and creatures may move through it. Your Shade is incapacitated while in this form and cannot move, however, it gains resistance to all damage except force and radiant damage and temporary hitpoints equal to its hitpoints. When your Shade loses all temporary hitpoints, it reverts to it's normal form.
Extended Spells
Variant Feature: Origin Spells
If you use a sorcerer enhancement such as Tweaked Sorcerer or allow origin spells similar to Tasha's Cauldron of Everything, Shadow Magic gives the following spells upon reaching the respective level:
Level Spell 1st inflict wounds 3rd invisibility 5th gaseous form 7th shadow of moil 9th creation 11th wounding shadow
Wounding Shadow
6th level Evocation
Sorcerer, Warlock
- Casting Time: 1 bonus action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You form a bond between a creature’s shadow and its physical being, causing injuries inflicted upon its shadow to harm the creature itself. A single creature within range must make a Wisdom saving throw. If it fails, the creature’s shadow stretches in a line in a direction you specify. The line is as wide as the creature’s space. The length of the line varies by the creature’s size: Tiny (10 feet), Small (15 feet), Medium (15 feet), Large (20 feet), Huge (30 feet), or Gargantuan (50 feet). Any creature can attack the creature’s shadow as long as the spell lasts. The shadow has an Armor Class of 10 + the creature’s Dexterity modifier. Any damage dealt to the shadow is dealt to the creature, though it applies any resistances or immunities it has. The shadow cannot be critically hit but is vulnerable to radiant damage. A creature cannot be targeted by this spell if it doesn’t cast a shadow.