dauntless/content/Classes/Sorcerer/Umbral.md
2026-03-08 21:51:42 -06:00

4.3 KiB
Raw Permalink Blame History

source
Labyrinth Worldbook

Your magic comes from a shard of shadow imprinted upon your soul. Your magic may have been born from accident or design, but however it came, a force beyond the understanding of mortals has spoken to you. It now demands you embrace what lies beyond comprehension.

Umbral Progression
Sorcerer Level Features
3rd Fade Away, Umbral Origin Spells, Umbral Sight
7th Shadow Servant
11th Black Guard
15th Nights Veil

Umbral Origin Spells  

3rd-Level Umbral Feature 

You gain origin spells at the sorcerer levels listed in the Umbral Origin Spells table. See the Sorcerer Subclass class feature for how these spells work.

Umbral Origin Spells
Sorcerer Level Spells
3rd bane, false life
5th darkness, pass without trace
7th blink, fear
9th black tentacles, invisibility
11th mislead, seeming

Fade Away 

3rd-Level Umbral Feature 

While you are standing in an area of darkness or magical darkness, you can use a bonus action and expend 2 sorcery points to teleport to an unoccupied space you can see that is also in an area of darkness or magical darkness (Note that Umbral Sight, below, allows you to see even in magical darkness). 

Umbral Sight 

3rd-Level Shadow Feature 

You gain darkvision out to a range of 60 feet. If you already have darkvision, its range is increased by 30 feet. You can see in magical darkness out to a range of 30 feet.

At 11th level, your darkness range is increased to 120 feet, and you can see in magical darkness out to a range of 60 feet.

Shadow Servant 

7th-Level Umbral Feature 

You gain the ability to awaken shadows to do your bidding. As a bonus action, you can target a creature you can see within 30 feet. That creatures shadow comes to life as a separate creature under your command, using the shadow [MV] stat block.

The shadow appears in an unoccupied space within 5 feet of the target and can act immediately. The shadow acts on your initiative. It must spend its turn moving toward the target by the most direct route, and it can use its action only to attack the target (no action required by you to command the shadow). If the shadow hits with an attack, instead of doing any damage, the target has disadvantage on the first attack or save it makes before the start of the shadows next turn.

The shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 1 minute.

You can use this feature a number of times equal to your PB and you regain all expended uses when you finish a long rest.

Black Guard 

11th-Level Umbral Feature 

When a creature makes an attack roll against you, you can use your reaction to encase yourself in a 10-foot radius sphere of magical darkness (imposing disadvantage on attacks against you if the attacker cant see through magical darkness). If the triggering attack still hits, you cant use this feature again until you finish a short rest; otherwise, the darkness persists until the beginning of your next turn.

Creatures that dont perceive via sight are immune to this effect.

Nights Veil 

15th-Level Umbral Feature 

You can expend 4 sorcery points and use an action to emit a 15-foot-radius sphere of magical darkness centered on yourself. The sphere moves with you, and its darkness spreads around corners. When you create the sphere, you can designate any number of creatures that can see through the darkness, but otherwise, a creature with darkvision cant see through it, and nonmagical light cant illuminate it.

The sphere lasts for 1 minute, until you are incapacitated, or until it comes into contact with sunlight. If any of this effects sphere overlaps with an area of light created by a spell of 7th circle or lower, the spell that created the light is dispelled.