BulletMagnet
2015-09-23, 05:04 PM
Hello everyone. I was hoping you guys could provide some constructive feedback for an archetype I am working on for our local D&D 5e game. I wanted to create a class that essentially majored in magic, but minored in rogue-like feel. I missed the old shadow-caster types and thought maybe I could come up with something that had a unique playstyle to it. Please tell me what you think, and where maybe it could use some balance.
I tried my best to use abilities that already existed in the book at a similar level, sort of like what Unearthed Arcana was suggesting. I will only be posting the item unique to the class, since I am not modifying base sorcerer abilities. So here it goes:
Sorcerer Origin
Shadow
Lvl 1 - Shadow Magic
You have learned how to connect with the shadows and darkness around you and use them for your own gain. When casting a spell from your list of sorcerer spells known, you can change the location from which the spell originates to the shadow of an ally. You can choose any point within 5 feet of an ally you can see as the origin for the spell. This may give you the ability to see or touch targets that are not visible, or reachable, from your current location.
Reasoning: I think this gives a very-trickster like feel to a sorcerer without being game breaking. It definitely sets the stage for how the shadow sorcerer is supposed to be played, casting from different angles/etc. I want to limit it to sorcerer spell list only, so people don't take a level of this to benefit in multi-class scenarios.
Lvl 1 - Shadow Sight
The Shadow energy pulsing through the Sorcerer enable her to see in all variety of darkness. The Shadow Sorcerer can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Reasoning: This is akin to the Devil's Sight invocation from Warlock, if something is determined to impact that ability, it should impact this as well. Granted Warlocks can get this as 1 of 2 invocations at level 2.
Lvl 6 - Intervention from Beyond
Starting at level 6, you can use the shadow of your allies and enemies to hinder or help them. When another creature you can see makes an attack roll, an ability check, or saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls, but before any effects of the roll occur.
Reasoning: This is akin to the Bend Luck ability of the Wild Magic Sorcerer, if something is determined to impact that ability, it should impact this as well.
I am torn between this ability, or something similar, which may be more rogue-like. Spend 2 sorcery point when you cast a spell and the target of your spell includes allies or enemies within 5 feet of an ally. Roll 1d4 and use it as a bonus or penalty to AC / Saving throw. Selecting if its a bonus or penalty individually for each target. The fluff being that you maneuver shadows around to try and benefit your allies and surprise you enemies from new attack vectors.
Lvl 14 - Shadow Manifestation
At 14th level, you have become very in tune with the shadow plane, and have gained the ability to blink back and forth between the planes. As a bonus action on your turn, you can become under the effects of Blink, but with the Shadow plane instead of the Ethereal plane. This effect lasts until you dismiss it as a bonus action on your turn.
Reasoning: Level 14 ability for Dragon Sorc is Fly as a bonus action indefinitely. Both Fly and Blink are level 3 spells, and Blink doesn't even need concentration! I thought it was both fluffy, but also met a similar need as an alternative form of transportation
Lvl 18 - Shadow Form
Beginning at 18th level, you can use your action to spend 5 sorcery points to become a shadow. You are invisible in dimly lit and dark areas and have no physical form. You are able to slip through the smallest cracks and climb incredible heights with ease. You ignore difficult terrain and have fly speed equal to your movement speed. This last for 1 minute or until you use your action to perform an attack.
Reasoning: I tried merging the Monk Level 18 ability and the Dragon Sorc ability in a way. Where the Dragon sorc gets a powerful aspect of a dragon, I thought that becoming a Shadow is much more fluffy for this. I would like thoughts on it's balance though.
I tried my best to use abilities that already existed in the book at a similar level, sort of like what Unearthed Arcana was suggesting. I will only be posting the item unique to the class, since I am not modifying base sorcerer abilities. So here it goes:
Sorcerer Origin
Shadow
Lvl 1 - Shadow Magic
You have learned how to connect with the shadows and darkness around you and use them for your own gain. When casting a spell from your list of sorcerer spells known, you can change the location from which the spell originates to the shadow of an ally. You can choose any point within 5 feet of an ally you can see as the origin for the spell. This may give you the ability to see or touch targets that are not visible, or reachable, from your current location.
Reasoning: I think this gives a very-trickster like feel to a sorcerer without being game breaking. It definitely sets the stage for how the shadow sorcerer is supposed to be played, casting from different angles/etc. I want to limit it to sorcerer spell list only, so people don't take a level of this to benefit in multi-class scenarios.
Lvl 1 - Shadow Sight
The Shadow energy pulsing through the Sorcerer enable her to see in all variety of darkness. The Shadow Sorcerer can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Reasoning: This is akin to the Devil's Sight invocation from Warlock, if something is determined to impact that ability, it should impact this as well. Granted Warlocks can get this as 1 of 2 invocations at level 2.
Lvl 6 - Intervention from Beyond
Starting at level 6, you can use the shadow of your allies and enemies to hinder or help them. When another creature you can see makes an attack roll, an ability check, or saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls, but before any effects of the roll occur.
Reasoning: This is akin to the Bend Luck ability of the Wild Magic Sorcerer, if something is determined to impact that ability, it should impact this as well.
I am torn between this ability, or something similar, which may be more rogue-like. Spend 2 sorcery point when you cast a spell and the target of your spell includes allies or enemies within 5 feet of an ally. Roll 1d4 and use it as a bonus or penalty to AC / Saving throw. Selecting if its a bonus or penalty individually for each target. The fluff being that you maneuver shadows around to try and benefit your allies and surprise you enemies from new attack vectors.
Lvl 14 - Shadow Manifestation
At 14th level, you have become very in tune with the shadow plane, and have gained the ability to blink back and forth between the planes. As a bonus action on your turn, you can become under the effects of Blink, but with the Shadow plane instead of the Ethereal plane. This effect lasts until you dismiss it as a bonus action on your turn.
Reasoning: Level 14 ability for Dragon Sorc is Fly as a bonus action indefinitely. Both Fly and Blink are level 3 spells, and Blink doesn't even need concentration! I thought it was both fluffy, but also met a similar need as an alternative form of transportation
Lvl 18 - Shadow Form
Beginning at 18th level, you can use your action to spend 5 sorcery points to become a shadow. You are invisible in dimly lit and dark areas and have no physical form. You are able to slip through the smallest cracks and climb incredible heights with ease. You ignore difficult terrain and have fly speed equal to your movement speed. This last for 1 minute or until you use your action to perform an attack.
Reasoning: I tried merging the Monk Level 18 ability and the Dragon Sorc ability in a way. Where the Dragon sorc gets a powerful aspect of a dragon, I thought that becoming a Shadow is much more fluffy for this. I would like thoughts on it's balance though.