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View Full Version : D&D 5e/Next Tasha's New Sorcerer Mechanics - A Shadow Sorcerer Revision (P.E.A.C.H.)



Ikedashi
2020-12-17, 06:48 AM
Shadow Magic

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.


https://static.wikia.nocookie.net/forgottenrealms/images/0/0d/ShadowAdept.jpg/revision/latest/top-crop/width/450/height/450?cb=20140520021301



1 - Shadowcraft Spells

You learn additional spells when you reach certain levels in this class, as shown on the Shadowcraft 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.


1 Unseen Servent, Silent Image
2 Darkness, Mirror Image
3 Hypnotic Pattern, Major Image
4 Shadow of Moil, Greater Invisibility
5 Hallucinatory Terrain, Creation



1 - Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.



6 - Shadowcraft Sorcery

When you cast any spell of 1st level or higher from your Shadowcraft Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.
 If you cast the spell using sorcery points, you can choose up to a number of creatures (including you) equal to your charisma modifier (minimum one) to not be affected by it as they disbelief them. If you choose it, any visual, auditive, sensorial and physical effects does not have effect to that creature. For example, If you cast darkness using sorcery points, the creatures you choose does not have their vision obscured by the magical darkness created by the spell.

14 - Shadow Walk

At 14th level, 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 120 feet to an unoccupied space you can see that is also in dim light or darkness.



18 - Umbral Form
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, 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.
 In addition, If you cast a spell using sorcery points, you can imbue them with shadow stuff from shadowfell making them quasi-real and harder to resist, any saving throw required to resist a quasi-real spell are made with disadvantage.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.