Shadow Bloodline
In the distant past, your ancestors were touched by shadow magic, and it has left its mark on your family bloodline. Your magic comes from a place drained of color, where light fights a losing battle against the relentless encroachment of darkness. It always acts a bit differently from the magic of other spellcasters. Your magical fire burns with a deep purple flame that sheds little light but casts inky shadows. The influence of shadow magic can be seen in every manifestation of your work, whether it takes the form of shadowy bonds tightening around the target of a hold person spell or the shadows that swirl like storm clouds inside your dimension door.
Shadow Magic
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Shadow Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or illusion spell from the sorcerer, warlock, or wizard spell list.
Shadow Spells
Eyes of Shadow
When you choose this origin at 1st level, you gain darkvision out to a range of 60 feet. Within that range, you can see in magical darkness as if it were dim light.
In addition, you can use a bonus action to gaze at one creature you can see within 60 feet of you, marking it with darkness. The target must succeed on a Charisma saving throw against your spell save DC or have disadvantage on the next ability check or attack roll it makes that requires sight. You can gaze at a creature in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Dark Illusions
Starting at 6th level, you have advantage on saving throws against spells of the illusion school and magic that creates illusions, and you have advantage on Intelligence (Investigation) checks to discern illusions for what they are. In addition, you can expend 2 sorcery points to cast the
blur or
mirror image spell without expending a spell slot.
Passage Through the Dark
At 14th level, you can traverse between patches of darkness. While in an area of dim light or darkness, you can expend 4 sorcery points and use 5 feet of movement to magically step inside the shadows surrounding you, temporarily disappearing, and instantly know the location of all other areas of dim light and darkness within 200 feet of you that are large enough to cover you.
As part of the move used to enter the shadows, you can either pass into one of those areas of dim light or darkness you sense or step out of the shadows you’re in. You appear in an unoccupied space of your choice in the destination area of dim light or darkness, using another 5 feet of movement. If you don’t have 5 feet of movement to appear at the destination, you appear in the space you occupied before you magically stepped into the shadows instead. You can’t end your turn magically inside of the shadows.
Tainted Shadows
Beginning at 18th level, you can use an action to radiate an aura of shadow for 1 minute. Bright light within 15 feet of you becomes dim light, and dim light within 15 feet of you becomes darkness. In addition, a hostile creature that starts its turn within 15 feet of you while the aura is active takes necrotic damage equal to your proficiency bonus and must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the start of its next turn. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 6 sorcery points.