When building a Shadow Magic sorcerer origin, consider the following races and build options:
Introduced in Xanathar’s Guide to Everything, the shadow sorcerer is an interesting mixture of rogue and spell slinger. The darkness is my realm, giving me thematic elements of a spooky spellcaster. I’m close to the grave, pulling my sorcerous origin from the Shadowfell and beyond. Therefore, I’ll lean into these elements in gameplay, creating a creeping dark sorcerer.
I want to blend my dark sorcery with a naturally dark character. Therefore, drow and Unearthed Arcana’s owlfolk sound like fun options.
Drow elves gain a +2 Dexterity/+1 Charisma ability score bonus. Naturally, sorcerers pull from Charisma for spellcasting. However, the extra Dexterity can keep my lightly-armored character alive in many situations—not to mention the increased AC. Fey Ancestry gives me advantage against being charmed and immunity to magical sleep. Plus, the drow offer inherent magic like dancing lights and fairy fire that I can use in combination with my sorcery spells.
However, owlfolk (UA) can give the same edge of darkness with the ability to fly. I can choose to build with a +2 Charisma/+1 Dexterity ability score bonus. Then, I gain Magic Sight to cast detect magic as a ritual. Nimble Flight gives me a flying speed equal to my walking speed (30) and the ability to make a Dexterity saving throw when falling (DC 10) to hover in place if I fall. Finally, Silent Feathers gives me proficiency in Stealth.
Sorcerers are flexible when it comes to casting spells. While most spellcasters must follow a rigid system of spell slots, sorcerers gain sorcery points that can both turn into spell slots and add other effects to my spell casting.
First, I gain Font of Magic at level 2, which introduces Sorcery Points to my character. The amount of sorcery points I must spend depends on the level of the spell. At first, this means 2 sorcery points for a 1st level spell slot. Then, this increases to 3 sorcery points for a 2nd level spell slot and continues to grow. Also, I can sacrifice a spell slot for an amount of sorcery points equal to the spell level.
Then, Meta Magic gives me the option to spend sorcery points of special spell abilities:
My preferences are Twinned Spell and Empowered Spell so my attacks from the shadows mean business.
My shadow magic gives me several abilities at the first few levels.
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First, I’ll gain Eyes of the Dark and Strength of the Grave. Eyes of the Dark grants me Darkvision up to 120 feet, with the darkness spell added at level 3. I can spend 2 sorcery points to cast this spell and see through the darkness. Otherwise, it takes a typical spell slot to cast. Strength of the Grave gives me the option to make a Charisma saving throw when I drop to 0 HP and pop back with 1 HP (DC 5 + death blow damage).
Next, level 6 grants me Hound of Ill Omen—a spectral wolf that targets one enemy and can move through walls. This spectral hound takes the stat block of a dire wolf and comes into play with temporary HP equal to half my sorcerer level. Plus, my cursed attack dog sticks around for 5 minutes or when its target is eliminated, taking its own initiative and capable of attacks of opportunity.
Finally, Shadow Walk and Umbral Form make me one with the shadows. Shadow Walk (level 14) grants me teleportation up to 120 feet if I move from shadow to shadow. Umbral Form transforms my body into a shadow for 6 sorcery points. In this form, I can move through walls and have resistance to all damage types other than radiant and force.
Now that I understand what this sorcerer is capable of, I want to add effective spells that fit thematically as well.
Now, I have a great basis for a spooky shadow sorcerer with damage, defense and sensory manipulation. Therefore, I’ll be able to choose whatever suits my campaign as I grow further and still keep my shadowy play style.
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