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Brewing Up Sorcerer Origins
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<blockquote data-quote="steeldragons" data-source="post: 6566636" data-attributes="member: 92511"><p>Ok. Let me give this a shot...not having any real experience with this type of sorcerer myself. So if I miss the mark, apologies.</p><p></p><p><strong>The Shadow Sorcerer</strong></p><p>bladdity blah blah you have some connection to the plane of shadow, an ancestor, a curse, baked in an oven of evil, shadow power in your veins, however you want to flavor that.</p><p></p><p><strong>Shadow Magic</strong>[at 1st]</p><p>The magic you command/that is a part of you is directly siphoned from the plane of shadow to fuel it and/or composed entirely of shadow-stuff, itself. Your magic adheres to the following parameters:</p><ul> <li data-xf-list-type="ul">All spells cast by you have a shadowy form or feel. Burning hands is black or dark violet flames, Shield produces a dull grey swirl of energy, Hold Person ensnares the target in smoke-like wisps of shadow, etc...</li> <li data-xf-list-type="ul">When you cast a spell that deals damage, instead of dealing the full damage of the type specified by the spell, the damage dealt is only considered half of that damage type, the other half of the damage is necrotic energy. e.g. A Shadow Sorcerer can cast Burning Hands, half the damage is fire, half necrotic/negative energy/"shadow fire".</li> <li data-xf-list-type="ul">You can not cast spells that create bright light. A spell that would normally produce Bright Light only produces Dim Light when cast by you. You can not learn or cast spells that deal radiant energy damage.</li> </ul><p></p><p><strong>Made in the Shade</strong> [at 3rd]</p><p>You force disadvantage on targets to save against your magic if <em>you cast from within <strong>or</strong> the targets are in</em> Darkness or Dim Light. Targets in Bright Light have advantage to save against your spells. </p><p></p><p><strong>Dancing in the Dark</strong> [at 6th]</p><p>As a bonus action, spending 2 sorcery points, you can step into an area of existing shadows and disappear. You exit from other existing shadows, into an unoccupied space, up to 100' away at the beginning of your next turn [another bonus action/does not take your normal action]. This ability otherwise functions as the <em>Dimension Door</em> spell for the purposes of carried objects or another individual. </p><p></p><p><strong>Shadow Storm </strong>[at 14th]</p><p>As a bonus action and with 5 sorcery points, you can summon d4 + Cha. mod. Shadows into being. They remain in existence until slain or a bonus action is used to dismiss them, up to 1 round per level. These shades are under the Shadow Sorcerer's control for their duration. </p><p></p><p><strong>Shadow Step</strong>[at 18th]</p><p>You can move through shadows, as the 6th level ability, as a reaction instead of a bonus action, and can emerge in the same round, if you so choose. Otherwise, you can "hide/stay" in the shadow plane for 1 +Cha. mod. rounds before emerging. The range of the shadow step is also extended to 500'.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6566636, member: 92511"] Ok. Let me give this a shot...not having any real experience with this type of sorcerer myself. So if I miss the mark, apologies. [B]The Shadow Sorcerer[/B] bladdity blah blah you have some connection to the plane of shadow, an ancestor, a curse, baked in an oven of evil, shadow power in your veins, however you want to flavor that. [B]Shadow Magic[/B][at 1st] The magic you command/that is a part of you is directly siphoned from the plane of shadow to fuel it and/or composed entirely of shadow-stuff, itself. Your magic adheres to the following parameters: [LIST] [*]All spells cast by you have a shadowy form or feel. Burning hands is black or dark violet flames, Shield produces a dull grey swirl of energy, Hold Person ensnares the target in smoke-like wisps of shadow, etc... [*]When you cast a spell that deals damage, instead of dealing the full damage of the type specified by the spell, the damage dealt is only considered half of that damage type, the other half of the damage is necrotic energy. e.g. A Shadow Sorcerer can cast Burning Hands, half the damage is fire, half necrotic/negative energy/"shadow fire". [*]You can not cast spells that create bright light. A spell that would normally produce Bright Light only produces Dim Light when cast by you. You can not learn or cast spells that deal radiant energy damage. [/LIST] [B]Made in the Shade[/B] [at 3rd] You force disadvantage on targets to save against your magic if [I]you cast from within [B]or[/B] the targets are in[/I] Darkness or Dim Light. Targets in Bright Light have advantage to save against your spells. [B]Dancing in the Dark[/B] [at 6th] As a bonus action, spending 2 sorcery points, you can step into an area of existing shadows and disappear. You exit from other existing shadows, into an unoccupied space, up to 100' away at the beginning of your next turn [another bonus action/does not take your normal action]. This ability otherwise functions as the [I]Dimension Door[/I] spell for the purposes of carried objects or another individual. [B]Shadow Storm [/B][at 14th] As a bonus action and with 5 sorcery points, you can summon d4 + Cha. mod. Shadows into being. They remain in existence until slain or a bonus action is used to dismiss them, up to 1 round per level. These shades are under the Shadow Sorcerer's control for their duration. [B]Shadow Step[/B][at 18th] You can move through shadows, as the 6th level ability, as a reaction instead of a bonus action, and can emerge in the same round, if you so choose. Otherwise, you can "hide/stay" in the shadow plane for 1 +Cha. mod. rounds before emerging. The range of the shadow step is also extended to 500'. [/QUOTE]
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