TEXT:  
  A SHADOWFELL SORCEROUS ORIGIN THAT HARNESSES  
  THE SHADOWEAVE TO SHAPE THEIR MAGIC  
    
   
   
   
   
   
   
   
   
   
   
   
  
   
  CREDITS 
  Writing & Game Design: Micah Muldowney 
  Layout & Graphic Design: Micah Muldowney 
  Art / Illustrations: Used under public domain and 
  Creative Commons  
   
   
   
   
   
   
   
   
  CONTENTS  
  SHADOW MAGIC...…...…………....……………… 1 
  SHADOWSHAPING………......….………….............. 1 
  SPELLSHAPING……….…………..…...……............ 1 
  SHADOW’S SIGHT……...……..……......……............ 2 
  PROTEAN TERRAIN…...……..……......……............ 2 
   
   
   
   
   
   
   
   
   
   
   
  ON THE COVER 
  Imbued with the power of shadows, Shandara 
  gives heft and weight to the illusion she’s cast to 
  disguise and hide from the authorities. 
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
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  Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters 
  Guild.  
   
  All other original material in this work is copyright 2020 by Micah Muldowney and published under the Community Content Agreement for 
  Dungeon Master’s Guild. 
  
   
   
   
   
   
   
   
   
   
  You learn additional spells when you reach 
  certain levels in this class, as shown on the 
  Shadow Spells table. Each spell counts as a 
  sorcerer spell for you, but it doesn’t count 
  against the number of sorcerer spells you know. 
  These spells can’t be replaced when you gain a 
  level in this class.  
  Sorcerer Level 
  Spells 
  1st 
  Silent Image, Disguise Self 
  3rd 
  Phantasmal Force, Blur 
  5th 
  Summon Shadowspawn, 
  Phantom Steed 
  7th 
  Shadow of Moil, Fabricate 
  9th 
  Creation, Negative Energy 
  Flood 
   
   
  Starting at level 1, by weaving shadow magic 
  into your spells, you are able to sculpt and give 
  substance to your magic. You may choose to 
  weave shadow magic into an illusion spell you 
  cast, making it feel tangible for the duration, 
  and may cast disguise self as a range of touch 
  on any creature or object. You may use this 
  ability once per long rest, or may otherwise 
  expend 2 sorcery points.  
   
   
   
   
   
   
   
   
   
  As your shadowshaping ability improves, you 
  can use it to alter your own and other peoples 
  spells. At the 6th level, you can expend sorcery 
  points as a reaction to alter a spell that has been 
  cast at the 5th level of lower. Shadowshaping is 
  an art, not a science, and some changes are 
  harder than others to create. If the spellcaster is 
  unwilling, you must roll a charisma save 
  against the listed DC plus their proficiency 
  bonus, and the ability fails on a failed save.  
  You may choose two spellshaping options, and 
  gain one additional option at the 10th and 17th 
  levels. 
  Energy: If the spell deals damage, you may 
  choose the type of damage it deals. (1 SP, DC 9) 
  Condition: If the spell inflicts one or more 
  conditions, you may choose to change or cancel 
  one condition. If the condition is more harmful 
  than the stated condition of the spell, it only 
  lasts until the beginning of your next turn and 
  the shaping DC is increased by 3. You may also 
  cancel a condition by adding 3 to the DC (3 SP, 
  DC 12) 
  Save: For spells with a save, you may choose 
  the type of save. (1 SP, DC 10) 
   
  The shadoweave has suffused your being with its magic, 
  and empowers your abilities. You draw power from this 
  essence of the Shadowfell to shape your spells and give 
  illusions weight and being.  
   
  Many shadoweave sorcerers come from Shadowfell itself, 
  while others have made contact with the shadoweave in 
  other ways. All gain the ability to weave shadows into the 
  world and its magic, warping the fabric of reality. 
  1 
  
   
  Range: You may double or halve the range of a 
  spell, or give a spell with the range of touch a 
  range of 20 feet. (1 SP, DC 13) 
  Color: you can change the color and visual 
  effect of the spell. (1 SPDC 7) 
  Target: you can change the target of a spell to 
  another creature within 20 feet. (2 SP, DC 15) 
  Location: you can change the locus or location 
  of a spell by 10 feet as long as the new location 
  is still within range. You can increase that 
  distance by 5 feet for each additional DC. (1 SP, 
  DC 13) 
  Potency you can add or decrease the effect of a 
  spell that rolls for damage or other die-driven 
  effects with by one die. You can increase by 1 
  die for each additional 3 CR. (1 SP, DC 12) 
  Casting time: you may change the casting time 
  to a bonus action, an action, or two actions. (SP 
  2, DC 13 shorter, DC 16 longer) 
  Profusion: You can add or subtract a target or 
  creature effected by an area of effect for a spell 
  that can target more than one creature or 
  multiple creatures within an area. It must still 
  have at least 1 target. You choose who is 
  targeted or not targeted. (2 SP, DC 13, plus 3 for 
  each additional creature) 
  Precision: you may give the spell or its target 
  advantage or disadvantage. (2 SP, DC 15) 
   
  Due to the transitory nature of shadowstuff, 
  shadowfell is constantly shifting. At the 14th 
  level, by peering through the twisted space of 
  shadowfell, you can use an action to view your 
  surroundings from any point you can see 
  within range. While using shadow’s sight, you 
  can move and act normally, but cannot see from 
  your own eyes. If you cannot see yourself from 
  your viewpoint, you act as if blinded. If you  
   
   
   
   
   
   
   
   
   
   
   
   
  can, you see yourself in the third person, and 
  suffer disadvantage to dexterity and charisma 
  based skills and checks and all attack rolls. You 
  can see anything that you could see from the 
  new vantage point however, potentially 
  creating line of sight to creatures that would 
  otherwise be hidden from your view. 
   
  At the 18th level, you can call on your mastery 
  of shadow stuff to cause the terrain around you 
  to temporarily shift. Choose a 1000 foot cube of 
  terrain that includes your location within it. 
  You may rearrange the landscape however you 
  wish, provided it retains the same features (size 
  and shape of hill or wooded areas, number of 
  streams, etc.). All creatures remain where they 
  were relative to the feature they are located on 
  or above. You can place your shadow’s sight 
  anywhere within the range. The duration of this 
  effect is 1 hour or until dismissed, at which time 
  the area returns to its original geography. You 
  can use this ability once per short or long rest. 
  2 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Micah Muldowney/Shadoweave Sorcerer.pdf