5e shadow spells

5e shadow spells DEFAULT

Which spells are in some way related to shadows or the Shadowfell?

The following spells contain the keywords "shadow" or "shadowfell" in their description.

PHB:

Creation, p. 229.

Demi Plane, p. 231.

Dispel Evil and Good, p. 233-234.

Forbiddance, p. 243.

Pass Without Trace, p. 243.

Vampiric Touch, p. 284.

XGtE:

Illusory Dragon, p 157.

Shadow Blade, p. 164.

Shadow of Moil, p. 164.

Summon Greater Demon p. 166.

I have searched through every spell in the PHB, the XGtE, the EE and the SCag.

My keyword search was done manually, and I have searched through each of the four books by flipping through the pages and reading through the spell description of every single spell throughout the entirety of the Players Handbook, Elemental Evil, Xanathars Guide To Everything and the Sword Coast Adventurer's Guide.

Thanks to IT Alex and Someone_Evil for reminding me to specify this last paragraph of my method used which further explains how the keyword search functions that I employed.

Further notice:

You are trying to build a character that thematically uses the Shadow and the Shadowfell, so it is likely that you want insight into how the Shadowfell affects creatures and the abilities of creatures. The following resources help you with that (this paragraph got added thanks to NautArch to make it more explicit on why you want to be informed about the information provided, in case that the first line and the rest of the next paragraph with the information included is not sufficient).

To gain an insight into how the Shadowfell affects creatures and their abilities read the Shadowfell DMG p. 51-52 and Planar Categories DMG p 43, and then compare Deva MM p. 15-16, Darkmantles MM p. 46, Manes MM p. 56 (also refer to Sings of Corruption MM p. 50). The Dragon, Shadow and Shadow Dragon Template MM 84-85 are easily compared to other variants Dragons MM p. 86-118.

Shadowfell DMG p. 51-52: These creatures are native to the Shadowfell: Undead, Cloakers, Darkmantles, Shadow Dragons, and

other creatures that thrive in the gloom

While Deva act as messengers in the Shadowfell, Manes are naturally part of lower Planes. Whether the twisted Shadowfell has an evil alignment or not is unclear.

\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/147628/which-spells-are-in-some-way-related-to-shadows-or-the-shadowfell

When building a Shadow Magic sorcerer origin, consider the following races and build options:

  • Try playing drow or owlfolk (UA)
  • Understand Sorcery Points and Meta Magic
  • Shadow Magic abilities: Eyes of the Dark, Strength of the Grave, Hound of Ill Omen
  • Suggested spell list: chill touch, silent image, blindness/deafness

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.

Try playing drow or owlfolk (UA)

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.

Understand Sorcery Points and Meta Magic

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:

  • Careful Spell: Protect up to 5 (Charisma modifier) targets from an area of effect spell (1 SP).
  • Distant Spell: Double the range of a spell (1 SP).
  • Empowered Spell: Reroll an amount damage dice up to Charisma modifier (1 SP).
  • Extended Spell: Double the duration of a spell that lasts 1 minute or more.  Can go up to 24 hours (1 SP).
  • Heightened Spell: Target has disadvantage on its first saving throw against the spell (3 SP).
  • Quickened Spell: Spell that takes 1 action now is a bonus action (2 SP).
  • Subtle Spell: Cast a spell without any components (1 SP).
  • Twinned Spell: Choose another target for a duplicate spell. Must be a spell that targets 1 foe (SP equal to spell’s level).

My preferences are Twinned Spell and Empowered Spell so my attacks from the shadows mean business.

Shadow Magic abilities: Eyes of the Dark, Strength of the Grave, Hound of Ill Omen…

My shadow magic gives me several abilities at the first few levels.

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 throwwhen 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 Formtransforms 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.

Suggested spell list: chill touch, silent image, blindness/deafness

Now that I understand what this sorcerer is capable of, I want to add effective spells that fit thematically as well.

Cantrips

  • Chill Touch: A ghostly hand stretches out and grasps a foe for 1d8 necrotic damage. Enemy can’t regain HP until my next turn.  This plays nicely with my dark aesthetic.
  • Ray of Frost: A cold beam hits for 1d8 cold damage. Reduce target’s speed by 10 feet.  Manipulating movement can act as a field effect alongside my direct cold damage.
  • Mage Hand: A ghostly hand reaches to manipulate objects, doors or traps from up to 30 feet away. This can have many creative uses during an adventure.
  • Blade Ward: I have resistance to bludgeoning, slashing and piercing damage until the start of my next turn. This will be a quick go-to spell for defense.

1st level spells

  • Shield: As a reaction, add +5 to AC and take no damage from magic missile
  • Ray of Sickness: Fire a sickly green beam for 2d8 poison damage. On a failed Constitution save, the target is poisoned.  Again, this causes lingering effects against enemies with significant damage output.  Also, it’s all dark and creepy.
  • Chromatic Orb: Fire an orb of light that deals 3d8 acid, cold, fire, lightning, thunder or poison damage. In my opinion, this is the best 1st-level damage spell.  Plus, I have several damage options to overcome resistances.
  • Silent Image: Create an illusion up to 15-feet in size.  The illusion can move but cannot make a sound or noise.  I like to create illusions of myself to trick people—both in combat and social encounters.  Plus, I can do creepy Dracula stuff.

2nd-level spells

  • Blindness/Deafness: On a failed Constitution save, target is blind or deaf for up to 1 minute.  However, the target can make a Constitution save on each of its turns to break the spell.  Why not get creative with my hide-and-seek playing style?
  • Mirror Image: Create up to 3 illusions of myself. Whenever I’m targeted by an attack, I can roll a d20 for the attack to hit one of my illusions instead.  With 3 clones, I must roll a 6 or higher.  2 clones need a roll of 8 or higher.  Finally, 1 clone takes a roll of 11 or higher.
  • Scorching Ray: Create 3 heat rays that can attack 1 or more targets. Each ray deals 2d6 fire damage.  Of course, I want to have some firepower on hand.
  • Misty Step: Teleport up to 30 feet away in puff of silvery mist. Until I get my Shadow Walk ability, this will be my best bet for sneaky transportation.

Higher-level spells

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.

Categories Dungeons and Dragons 5e, Role PlayingTags character build, dark fantasy, dnd 5e, drow, sorcererSours: https://genrebomb.com/shadow-magic-sorcerer-dnd5e/
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Shadow (5e Spell)

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Shadow is a spell in 5th edition.

Shadow
Transmutationcantrip
Casting Time: 1 action
Range: Touch
Components: S, M (a small piece of black silk or a lump of smoke-colored glass)
Duration: 1 hour
Casters:Arcane Trickster, Artificer, Bard, Eldritch Knight, Ranger, Sorcerer, Warlock, Wizard


You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, a magical shadow fills a 40 foot sphere centered on the object. The area is now covered in dim light, regardless of the previous lighting conditions (bright light, dim light, or darkness).

The caster can choose a number of creatures of its choice up to the caster's proficiency bonus. These creatures' vision is not lightly obscured from the area of shadow.

If you target an object held or worn by a creature, that creature may attempt a Dexteritysaving throw, avoiding the spell on a success.

Notes[edit]


Back to Main Page → 5e → 5e Spells

Sours: https://dnd-wiki.org/wiki/Shadow_(5e_Spell)

Source: Xanathar's Guide to Everything

Shadow Sorcerer Quirks

At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

d6Quirk
1You are always icy cold to the touch.
2When you are asleep, you don't appear to breathe (though you must still breathe to survive).
3You barely bleed, even when badly injured.
4Your heart beats once per minute. This event sometimes surprises you.
5You have trouble remembering that living creatures and corpses should be treated differently.
6You blinked. Once. Last week.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Sours: http://dnd5e.wikidot.com/sorcerer:shadow-magic

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