


Sorcererous Origin:
Art by: Midjourney
Version: 1.0.0
Shadow Sorcery
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. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
Shadow Sorcerer Quirks
| 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. |
Shadow Magic
1st-level Shadow Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Shadow Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Cause Fear, Inflict Wounds |
| 3rd | Darkness, Pass without Trace |
| 5th | Bestow Curse, Fear |
| 7th | Blight, Death Ward |
| 9th | Destructive Wave (necrotic), Enervation |
Eyes of the Dark
1st-level Shadow Sorcery feature
You have darkvision with a range of 120 feet.
Additionally, you can see through magical darkness that you create using any of your spells that is within the range of your darkvision.
Summon Umbral Spirit
1st-level Shadow Sorcery feature
As an action, you can summon your Umbral Spirit. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Umbral Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of an ominous humanoid spirit, while others look like beasts wreathed in shadowy wisps, the spirit is not fully corporeal and can not be mounted as such.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Once you summon the spirit, you can't do so again until you finish a short or long rest, unless you expend a number of sorcery points equal to twice the amount of times you've summoned the spirit since your last short or long rest.
Creature of the Night
6th-level Shadow Sorcery feature
As part of the action used to summon your Umbral Spirit, or as an action while it is summoned, you can empower your spirit for 1 minute.
While empowered, your spirit deals an additional d6 necrotic damage with it's Gloomstrike attack, can move through other creatures and objects as if they were difficult terrain, taking 5 force damage if it ends its turn inside an object, and creatures baned by the spirit subtract a d6 instead of a d4 from their rolls.
Once you use this feature, you can't do so again until you finish a short or long rest.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your Umbral Spirit, and while within 10 feet of your spirit you share it's Omen Sight Feature.
Shadow Walk
14th-level Shadow Sorcery feature
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 magically teleport up to 90 feet to an unoccupied space you can see that is also in dim light or darkness.
If you choose to teleport to the location of your Umbral Spirit, you can cause it to appear where you left.
Superior Umbral Spirit
18th-level Shadow Sorcery feature
When you summon your Shadow Spirit, you can use the Superior Umbral Spirit statblock instead.





Umbral Spirit
Medium Undead
- Armor Class 14
- Hit Points 5 + five times your sorcerer level (the spirit has a number of Hit Dice [d10s] equal to your sorcerer level)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (0) 15 (+2) 14 (+2) 8 (-1) 12 (+1) 11 (0)
- Saving Throws Dex +2 + PB, Cha +3 + PB
- Skills Stealth +2 + PB, Perception +1 + PB
- Damage Immunities Necrotic
- Condition Immunities charmed, frightened, grappled, prone, restrained
- Senses Darkvision 120 ft., passive Perception 9 + pb
- Languages understands you
Ill Omen. When the spirit hits a creature with an attack, it is under the effects of the bane spell until the start of your next turn.
Omen Sight. Magical darkness doesn't impede the spirit's darkvision.
Nightfall. The light in a 10-foot area around your spirit dims, turning bright light into dim light and dim light to darkness.
Actions
Gloomstrike. Melee Weapon Attack: your spell attack modifier to hit to hit, reach 5 ft., one target. Hit: 1d6 plus PB Necrotic damage.
Superior Umbral Spirit
Medium Undead
- Armor Class 16
- Hit Points 120
- Speed 50 ft.
STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 14 (+2) 8 (-1) 12 (+1) 11 (0)
- Saving Throws Dex +8, Cha +6
- Skills Stealth +9, Perception +7
- Damage Immunities Necrotic
- Condition Immunities charmed, frightened, grappled, prone, restrained
- Senses Darkvision 120 ft., passive Perception 16
- Languages understands you, telepathy 60 ft.
Ill Omen. When the spirit hits a creature with an attack, it is under the effects of the bane spell until the start of your next turn.
Omen Sight. Magical darkness doesn't impede the spirit's darkvision.
Nightfall. The light in a 30-foot area around your spirit dims, turning into darkness.
Actions
Gloomstrike. Melee Weapon Attack: your spell attack modifier to hit to hit, reach 5 ft., one target. Hit: 2d6+6 Necrotic damage.
Bonus Actions
Shadow Walk. The spirit magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see that is in dim light or darkness.



