70 lines
4.3 KiB
Markdown
70 lines
4.3 KiB
Markdown
---
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source: Labyrinth Worldbook
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---
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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.
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| Umbral Progression | |
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| ------------------ | --------------------------------------------- |
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| Sorcerer Level | Features |
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| 3rd | Fade Away, Umbral Origin Spells, Umbral Sight |
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| 7th | Shadow Servant |
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| 11th | Black Guard |
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| 15th | Night’s Veil |
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## Umbral Origin Spells
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3rd-Level Umbral Feature
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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.
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| Umbral Origin Spells | |
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| -------------------- | ----------------------------- |
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| Sorcerer Level | Spells |
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| 3rd | bane, false life |
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| 5th | darkness, pass without trace |
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| 7th | blink, fear |
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| 9th | black tentacles, invisibility |
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| 11th | mislead, seeming |
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## Fade Away
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3rd-Level Umbral Feature
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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).
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## Umbral Sight
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3rd-Level Shadow Feature
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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.
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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.
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## Shadow Servant
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7th-Level Umbral Feature
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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 creature’s shadow comes to life as a separate creature under your command, using the shadow [MV] stat block.
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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 shadow’s next turn.
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The shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 1 minute.
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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.
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## Black Guard
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11th-Level Umbral Feature
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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 can’t see through magical darkness). If the triggering attack still hits, you can’t use this feature again until you finish a short rest; otherwise, the darkness persists until the beginning of your next turn.
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Creatures that don’t perceive via sight are immune to this effect.
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## Night’s Veil
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15th-Level Umbral Feature
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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 can’t see through it, and nonmagical light can’t illuminate it.
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The sphere lasts for 1 minute, until you are incapacitated, or until it comes into contact with sunlight. If any of this effect’s sphere overlaps with an area of light created by a spell of 7th circle or lower, the spell that created the light is dispelled.
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