Shadow Adept (5e Subclass)

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Shadow Adept[edit]

Sorcerous Origin

kathleen-k-seren-again-fini.jpg
Shadow Sorceress

by Kathleen Kelly

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.

Deep into that darkness peering, long I stood there,
wondering, fearing, doubting, dreaming
dreams no mortal ever dared to dream before.
Additional Spells

The following spells are added to your spell list. These spells doesn't count against your maximum number of known spells.

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.

You can use this ability a number of times equal to your Charisma modifier (minimum 1), and regain your uses after finishing a long rest.

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.

Shadow Double

Starting at 6th level, whilst in dim light or darkness, as an action you can create a double of yourself woven from darkness 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 shadow double appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the double up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the double's space, but you must use your own senses. Additionally, when your double is within 5 feet of you, attack rolls against you have disadvantage, since the shadows obscure the vision of you.

You can use this feature once, and regain the ability to do so after finishing a short or a long rest, unless you spend 3 sorcery points to do so again.

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 assume the form of a living shadow. While in this form, you 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.

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