TEXT:  
  The  
  Shadow Sorcerer 
  A sorcerer subclass for D&D 
  5th edition OGL 
  Written By: John Adams 
  
   Shadow Sorcerer 
   
  The Shadowfell is a realm of mind-shattering magi-
  cal power. It twists and distorts itself without 
  rhyme or reason except to drive its denizens ever 
  deeper into madness and despair. Sometimes the 
  power of the Shadowfell can bleed through to the 
  material realm and seep into the very fabric of an 
  individual granting them a measure of power. This 
  could be due to a strange alignment of stars, prox-
  imity to a portal or other location infused by the 
  energies of the Shadowfell, or perhaps even a ritual 
  performed by any number strange cults or mon-
  sters that wish to tap into the arcane power of the 
  other realm. 
  Whatever the case, these individuals display an 
  innate power to distort reality itself and conjure 
  the nightmares of their opponents into the real 
  world. So powerful is their connection to this other-
  worldly realm that it changes their appearance to 
  reflect the dark power of the Shadowfell, but no 
  two individuals manifest the same characteristics. 
  One may have deathly pale skin, while another 
  may have their eyes turn as black as night, still 
  others may have their voices reduced to a harsh 
  whispering hiss. Shadow sorcerers are as varied as 
  the realm that infused them with power. 
   
  Child of Darkness 
  At 1st level shadow sorcerers are at home in the 
  darkness, they gain a preternatural sense of how to 
  conceal themselves from their enemies. This gives 
  them proficiency in the Stealth skill. Once per long 
  rest they can also focus this sense to give them 
  darkvision for up to one hour. 
   
  Whispers of Madness 
  At 1st level a shadow sorcerer is able to reach into 
  the minds of their opponents and unleash a torrent 
  of dissonant whispers and nihilistic prophecies. 
  This ability is used as a reaction to an attack on 
  the sorcerer and gives the victim disadvantage on 
  their attack roll. The ability recharges after a short 
  rest. 
   
  Cloak of Shadows 
  Starting at 6th level you can call the essence of the 
  Shadowfell to wreath you in darkness that no sight 
  can penetrate save for your own. This darkness em-
  anates up to 10’ from you and moves with you. 
  This ability costs 2 sorcery points and lasts up to 
  one minute. Creatures that do not use their eyes to 
  see are unaffected by the darkness. 
   
  Shadow Jump 
  At 14th level, you gain the ability to travel 
  through natural shadows. By spending 3 sorcery 
  points, you can enter an area of natural shadow 
  and appear in another shadow within 120 feet that 
  you can see. Magical or supernatural darkness such 
  as the darkness spell or similar effect do not count 
  as natural shadows for the purpose of this ability. 
   
  Conjure Nightmares 
  At 18th level you can become a conduit for the 
  nightmarish energies of the Shadowfell, becoming a 
  vision of your enemy’s darkest nightmares. By 
  spending 5 sorcery points, enemies within 60 feet of 
  you must succeed on a Wisdom saving throw or 
  become frightened. This effect lasts for 1 minute or 
  until you lose concentration. In addition, any time 
  you attack a creature that failed on their save, you 
  deal an additional 2d10 psychic damage as the 
  creature believes you are a manifestation of their 
  nightmares. 
  
   Thank you for your support! If you have any comments or sugges-
  tions, you can direct them to www.facebook.com/CreativeGeeking/ 
  Just keep on gaming! 
   
  Written by: John Adams 
  Edited by: John Adams 
   
  Thank you again. 
   
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Smiling Bandit/The Shadow Sorcerer.pdf