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Subclass Sorcerer Shadow Magic
The Shadow Magic Sorcerer is a darkness-themed Sorcerer subclass. Shadow Spells at Level 3 provides a dark-themed spell list including Bane, Darkness, and Hunger of Hadar. Power of Shadow grants Eyes of the Dark (120ft Darkvision + a Sorcery-Point-cost Darkness cast) and Strength of the Grave (survive lethal hits with a Charisma save). Beasts of Ill Omen, the tabletop Level 6 feature that summons a Hound of Ill Omen, is not implemented in this mod — there is no Progressions entry, passive, or spell for it anywhere in the data.
| LEVEL | FEATURE |
|---|---|
| 3 | Shadow Spells, Power of Shadow |
| 6 | (none — Beasts of Ill Omen is unimplemented) |
Shadow Spells
When you reach certain Sorcerer levels, you always have the listed spells prepared.
| LEVEL | SPELLS ADDED |
|---|---|
| 3 | Bane, Darkness, Inflict Wounds, Pass Without Trace |
| 5 | Hunger of Hadar, Fear |
| 7 | Greater Invisibility, Phantasmal Killer |
| 9 | Contagion, Cloudkill |
Power of Shadow
You gain the following two abilities:
Eyes of the Dark — You have Darkvision with a range of 120 feet. You can also cast Darkness by spending Sorcery Points instead of a spell slot.
Strength of the Grave — 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. Once this feature is used successfully, you can't use it again until you finish a Long Rest.
Beasts of Ill Omen — Not implemented. Tabletop 5e grants a Bonus Action Hound of Ill Omen summon here that imposes Disadvantage on saves against your spells while adjacent to its target, but no such passive, spell, or summon exists anywhere in this mod's data. A Shadow Magic Sorcerer currently gains no Level 6 feature.
The Shadow Magic Sorcerer is built around survivability and stealth utility rather than the "save-or-suck amplifier" identity tabletop 5e gives it via Beasts of Ill Omen — since that feature doesn't exist in this mod, the subclass's actual power ceiling is lower than its tabletop counterpart from Level 6 onward.
Strength of the Grave provides a functional "second life" once per Long Rest — making the Shadow Sorcerer harder to kill outright than a Sorcerer without it. The Charisma save (your primary stat) makes success likely except on very high damage spikes.
Eyes of the Dark's Sorcery-Point Darkness spell creates obscured zones that the Shadow Sorcerer (with Darkvision 120ft) can operate inside freely, while other creatures without Devil's Sight-style vision are Blinded within it.
| SPELL | DESCRIPTION |
|---|---|
| Bane | Reduces enemy saves and attack rolls for your whole party's targets. |
| Hunger of Hadar | Darkness area dealing 2d6 Cold + 2d6 Acid damage per turn. |
| Fear | Wisdom save or Frightened, causing the target to flee. |
| Greater Invisibility | Advantage on all your attacks + Disadvantage on attacks against you, for 1 minute, without needing to break it by attacking. |
| Cloudkill | 5d8 Poison damage per turn in an area. |
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