Xanathar's Guide to Everything
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.
| d6 | Quirk |
| 1 | You are always icy cold to the touch. |
| 2 | When you are asleep, you don't appear to breathe (though you must still breathe to survive). |
| 3 | You barely bleed, even when badly injured. |
| 4 | Your heart beats once per minute. This event sometimes surprises you. |
| 5 | You have trouble remembering that living creatures and corpses should be treated differently. |
| 6 | You blinked. Once. Last week. |
1st-level Optional Shadow Magic Feature; Sorcerous Origins and Metamagics by Laser Llama
You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.
When you gain a sorcerer level, you can replace one spell from this feature with an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list of the same level.
| Shadow Spells | |
| Sorcerer Level | Spells |
| 1st | False Life, Ray of Sickness |
| 3rd | Darkness, Shadow Blade |
| 5th | Feign Death, Vampiric Touch |
| 7th | Death Ward, Shadow of Moil |
| 9th | Enervation, Negative Energy Flood |
1st-level Shadow Magic Feature
From 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
1st-level Shadow Magic Feature
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.
6th-level Shadow Magic Feature
At 6th level, 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 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.
14th-level Shadow Magic Feature
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 teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
18th-level Shadow Magic Feature
Starting at 18th level, you can spend 6 sorcery points as a bonus action to 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.
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.
The Sorcerer, Revised v 10.0
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.
1st-level Shadow Magic Feature
You learn certain spells at the sorcerer levels noted in the table below. They count as sorcerer spells for you, but they don't count against your number of Spells Known.
When you gain a sorcerer level, you can replace one spell from this feature with an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list of the same level.
| Shadow Spells | |
| Sorcerer Level | Spells |
| 1st | Cause Fear, Inflict Wounds |
| 3rd | Ray of Enfeeblement, Shadow Blade |
| 5th | Animate Dead, Summon Shadowspawn |
| 7th | Blight, Shadow of Moil |
| 9th | Danse Macabre, Negative Energy Flood |
1st-level Shadow Magic Feature
From 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
1st-level Shadow Magic Feature
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.
6th-level Shadow Magic Feature
At 6th level, 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 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.
Variant: Fangs of Darkness
6th-level Shadow Magic Feature (replaces Hound of Ill Omen)
The shadows that surround you bleed into your spells, biting at your targets with malice. When you cast a spell that deals damage and you are in dim light or darkness, it deals an extra 2d6 necrotic damage. This damage increases to 2d8 at 11th level and 2d10 at 17th level.
14th-level Shadow Magic Feature
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 teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
18th-level Shadow Magic Feature
As a bonus action, you 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.
You remain in this form for 1 minute. It ends early if you are incapacitated, you die, or you dismiss it as a bonus action.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.