Shadow Adept (5e Subclass)

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Shadow Adept

Flickering, wavering, dancing between the border of light and darkness, your innate magic is drawn from the dark and gloomy reflection of the Shadow Weave. Perhaps you traveled briefly through a shadow crossing, unknowingly bringing back with you a wisp of the starkly colorless Plane of Shadow that is now a part of you, or maybe you are just innately in tune with the nature of the Shadow Weave itself. Sorcerers with this origin feel at home immersed in the darkness, finding sanctuary deep within the recesses of the world and drawing upon the great power inherent to the nature of shadows, using it in a multitude of ways.

Hadrhune-1-.jpg
Deep into that darkness peering, long I stood there,
wondering, fearing, doubting, dreaming
dreams no mortal ever dared to dream before.

Harmonious Darkness

When you select this sorcerous origin at 1st level, you gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet. In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know. You can also touch a corpse and see how it died up to an hour. You can also gain one skill it had in life as well as the memories regarding this skill. This can be done once per long rest, and the skill resets during a long rest. The corpse itself can only be used in this way once.

Shadow Adept Bonus Spells

Sorcerer Level Spells
1st Silent Image, Disguise Self
3rd Invisibility, Darkness
5th Hypnotic Pattern, Fly
7th Greater Invisibility, Evard's Black Tentacles
9th Creation, Mislead

Shield of Shadows

Starting at 1st level, you can mold nearby shadows to obscure you from attacks. Whilst in dim light or darkness, you can use your reaction to gain Half Cover against attacks, spells and abilities that target you. Once you reach 5th level, when your in dim light you can also gain Three Quarters Cover instead of Half Cover . The Shield of Shadows lasts until the beginning of your next turn. You can use this ability a number of times equal to your Charisma modifier (minimum 1) per long rest.

Power From Darkness

At 6th level, the darkness has melded with the magic inside you are able to draw power from the blackness itself. Whilst in complete darkness you may use an action to draw sorcerer points from within the empty voids. Roll 1d4 and add that many sorcerer points to your total this increase to 1d6 at lvl 12 and 1d8 at lvl 18. You may use this ability once per long rest

Shadow Double

Starting at 6th level, whilst in dim light or darkness, as an action you can create a double of yourself woven from shadowstuff that rises out of your own shadow. The double lasts for 1 minute, or until you lose your concentration (as if concentrating on a spell). The double has the same ability scores, AC, saving throws, and proficiencies as you, 1/2 your total hit points, but no equipment (any apparent clothing or equipment is nonfunctional). The double can attack your enemies if given a weapon or items (since it can use anything you can), and functions in the same way as the project image spell, except that it only requires a bonus action to mentally command it. The double acts on your initiative count in combat, though it is a separate creature. For the duration, you can cast spells as though you were in the double’s space (no distance limitation). Using the double as the originator of a spell counts as an action for both you and the double. Anything that causes you or the double to leave the plane you share dismisses the double. The death of the double does not affect you. Once you've used this ability, you cannot use it again until you complete a long rest.

Enshrouding Gloom

From 14th level, you gain the ability to subtly control the shadows around you. You can use a bonus action to lower the level of ambient lighting within a 60-foot radius centered on you. Areas of bright light are reduced to dim light, and areas of dim light are reduced to darkness. The lighting remains this way until the end of your next turn. This lighting is considered natural, and can be seen through as normal by creatures with darkvision. You cannot use this ability if you are in an area of direct sunlight or a spell that creates equivalent light (such as the daylight spell).

Living Shadow

From 18th level, you can directly infuse your body with the energies from the Shadowfell. Whilst in dim light or darkness, you can use your action and expend 5 sorcery points to gain immunity to all damage except force, psychic or radiant for up to 1 minute or until you lose your concentration (as if concentrating on a spell). You are vulnerable to radiant damage during this time. Whilst Living Shadow is active and you in an area of dim light or darkness, instead of moving normally you can teleport a distance up to your normal movement to an unoccupied space that you can see that is also in dim light or darkness. You can use this ability once per long rest.


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