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.
Your sorcerous specialization 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).
Sorcerer Level | 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 |
You can see normally in Dim Light & Darkness (magical & nonmagical) within 120 feet.
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.
You gain the ability to call forth a howling creature of darkness to harass your foes. As a Bonus Action, you can spend 3 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 dire wolf's statistics, with the following changes:
The hound is size Medium, not Large, and it counts as a Monstrosity, not a Beast. It appears with a number of Temporary Hit Points equal to half your Sorcerer level.
It 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, 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 30 feet of the target. Roll Initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make Opportunity Attacks, but only against its target. Additionally, 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, or after 5 minutes.
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.
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.