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Thread: Sorcerer Archetype - Shadow Caster

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    Pixie in the Playground
     
    AssassinGuy

    Join Date
    Sep 2015

    Default Re: Sorcerer Archetype - Shadow Caster

    Hey guys, I got some feedback from friends and the DM. Here is my most updated version of the Shadow Sorcerer Origin. I have added some more of the fluff and made it more rogue-like. As the objective was to mix full casting and melee.

    Please let me know your thoughts.

    Sorcerer Origin: Shadow

    Level 1 Shadow Magic
    The chaotic nature of the Shadow Plane, which imbues you with magical power, hinders you from casting spells that manipulate the threads other planes. When you have any levels in this class, you are unable to learn and cast spells from the evocation school of magic. You immediately forget evocation spells that you knew before gaining a level in this class and may replace them with other non-evocation spells from the Sorcerer spell list. However, as you progress in experience in this class, you will learn how to weave the shadow energy from the plane of shadow to emulate evocation effects.

    Your origin in the shadow plane changes the way you interact with the world in the following ways:
    Shadow Spells: Shadow spell replicate the effects and damage of evocation spells on the Sorcerer spell list that do not require concentration. Shadow Spells cannot be cast by themselves, they are woven into the abilities of this origin. Shadow spells cannot benefit from Metamagic.
    Shadow Weaving: You learn how to weave energy from the plane of shadow into your physical attacks. When you use your action to perform a melee or ranged attack and hit, you may expend an unused spell slot and sorcerery points equal to half of the spell slot level (cantrips cost 1 sorcery point or one spell slot) to weave a Shadow Spell of equal level into your attack. The target of the physical attack is considered the origin of the spell. Targets of the Shadow spell are allowed saving throws as normal as defined in the spell description. If the shadow spell requires a spell attack, use the physical attack roll as the result for the first spell attack. If multiple spell attacks are required, Use the target of the physical attack as the origin of the spell to identify additional targets, rolling remaining spell attacks as normal. Only damage from spells requiring a spell attack may crit as a result of the physical attack roll. You may only use this ability once per turn.
    Vision of the Shrouded Plane: The Shadow energy pulsing through your veins enable you to see in all variety of darkness. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

    Level 1 Shadow Manifestation
    Starting at 1st level, you may sacrifice some of your magical power to give life to your shadow. As a bonus action on your turn, you may spend a first level spell slot or 1 sorcery point to infuse consciousness into your shadow. While active, your shadow has 1 hp and occupies the same space as you, using your defenses as its own. Your shadow lasts until destroyed or dismissed as bonus action on your turn. The shadow can only be destroyed by an attack that hits it directly and does at least 1 damage, otherwise it ignores all other damage and effects. When your shadow is destroyed, it reappears connected to you as a normal shadow. It may be summoned again using this ability on your turn.

    While your shadow is active you gain the following abilities:
    Shadow Strike: Advantage on melee and ranged attacks when your shadow is within 5 feet of your enemy
    Silent Protector: While your shadow is within 5 feet of you and you are targeted by an attack, roll a d20. On a roll of a 11 or higher, your shadow intercepts the incoming attack and becomes the target. Your shadow is destroyed if there was damage as part of the attack. If you are under the effects of the Mirror Image spell, your shadow will not attempt to intercept attacks until the spell has ended.

    Level 6 Shadow Casting
    Upon reaching 6th level, the Sorcerer has come to understand how shadows behave in other planes and use them for her gain. When casting a spell, the Sorcerer can use an ally she can see as the origin for a spell that targets something other than "self." This may give the sorcerer the ability to see or touch targets that are not visible, or reachable, from her current location.

    Level 14 Shadow Double
    Upon reaching level 14, your shadow is strong enough to separate from you. Your shadow no longer has to occupy the same space as you. Your shadow has your senses and skills and fly speed equal to your movement speed. Your shadow takes its own turn on your initiative, but it may only perform move actions. You may communicate telepathically with your shadow and perceive through your shadow's sense as long as you are on the same plane of existence. You may also speak through your shadow in your own voice. On your turn, you may use your shadow as the origin of actions. For example, you may perform attacks, cast spells, or interact with objects through the shadow.

    Level 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 have fly and swim speed equal to your movement speed. You may occupy the same space as other creatures and remain unnoticed, taking on the form of their shadow. This last for 1 minute or until you use your action to perform an attack.
    Last edited by BulletMagnet; 2015-09-25 at 04:14 PM.