points equal to half its maximum hit points.
When you
finish a long rest, it regains all its hit points.
Shadowborn Finally, when you cast a spell with the range of Touch,
You are a creature of shadow, for your innate magic your Fetch can deliver the spell as if it had cast the
comes from the Shadowfell itself. You might trace your spell. Your familiar must be within 100 feet of you, and it
lineage to an entity of that place, or perhaps you were must use its reaction to deliver the spell when you cast
exposed to its fell energy and transformed by it. it. If the spell requires an attack roll, you use your attack
modifier for the roll.
Origin Spells
Fetch
Sorcerer Level Spells medium undead, unaligned
1st hex, silent image Armor Class 13 + PB
Hit Points (2 + your Charisma modifier) x your
3rd darkness, pass without trace sorcerer level
Speed 30 ft., fly 30 ft. (hover)
5th fear, summon shadowspawn
STR DEX CON INT WIS CHA
7th phantasmal killer, shadow of moil 6 (-2) 17 (+3) 14 (+2) 0 (-5) 0 (-5) 0 (-5)
9th antilife shell, creation
Damage Vulnerabilities radiant
Damage Immunities necrotic, poison
Shadow Magic Condition Immunities frightened
Senses darkvision 120 ft.
1st-level Shadowborn feature Language understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your
When you gain a level in this class, you can replace one bonus
of your Origin Spells with another spell of the same
level. The new spell must be an illusion or a Shadow-Self. The Fetch shares your Intelligence,
necromancy spell from the sorcerer, warlock, or wizard Wisdom, and Charisma scores. It also gains
spell list. proficiency in the saving throws you are proficient in.
The Fetch’s proficiency bonus equals yours.
Additionally, you can see normally in darkness, both Incorporeal Shadow. Cannot interact with objects
magical and nonmagical, to a distance of 120 feet. or creatures that aren’t in dim light or darkness. The
Fetch can move through a space as narrow as 1
inch wide without squeezing.
Shadow Self Shadow Sight. Magical darkness doesn’t impede
1st-level Shadowborn feature the Fetch’s darkvision.
Your shadow is a Fetch, a shadowy spirit that is an Shadow Stealth. While in dim light or darkness, the
Fetch can take the Hide action as a bonus action.
extension of yourself, and capable of detaching itself
from you. See this creature’s game statistics in the Sunlight Sensitivity. While in sunlight, the Fetch
has disadvantage on attack rolls, ability checks, and
Fetch stat block, which uses your proficiency bonus saving throws.
(PB) in several places. While it is attached to you as
your shadow, the Fetch can’t be targeted by any attack Actions
or harmful effect; only you can cast spells on it; it can’t
take damage; and it is incapacitated. Rend. Melee Weapon Attack: your spell attack
modifier to hit, 5ft., one target. Hit: 2d4 + PB cold
In combat, your Fetch shares your initiative count, but it damage.
takes its turn immediately after yours. It can move and
use its reaction on its own, but the only action it takes
on its turn is the Dodge action, unless you use a bonus
Shadow Sorcery
6th-level Shadowborn feature
action on your turn to command it to take another
action. If you are incapacitated, the fetch can take any When you cast one of your Origin Spells, you can cast it
action of its choice, not just Dodge. with a number of sorcery points equal to the spell’s
When it is reduced to 0 hit points, it becomes inert and level.
teleports back to you as your shadow until healed. You also gain the Umbral Spell metamagic, which
When you complete a short rest, your Fetch regains hit doesn’t count towards the number of metamagics you
know. You can empower this metamagic for 1 sorcery
point if it is used on one of your Origin Spells.
Unnerving Defense
6th-level Shadowborn feature
Once per turn, when you or your Fetch deal necrotic or
cold damage to a creature within dim light or darkness,
you can force them to have to succeed on a Wisdom
saving throw against your spell save DC or cause them
to become frightened of you until the end of your next
turn.
Additionally, your Fetch can make two attacks on its turn
and gains the following reaction:
Unnerving Presence. The Fetch imposes disadvantage
on the saving throw of a spell you cast against a
creature within 5 feet of it.
Shadow Walk
14th-level Shadowborn feature
\
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 into an
unoccupied space you can see that is also in dim light
or darkness. If you use this bonus action, you can
command your fetch at the same time.
Your Fetch may also use this feature and the space it is
in counts as an area of dim light or darkness for the
purpose of this feature.
Umbral Form
18th-level Shadowborn feature
You and your Fetch gain the following abilities while
within dim light or darkness:
● You have resistance to all damage except force
and radiant.
● You gain 10 feet of movement.
● If you are subjected to necrotic damage, you take
no damage and instead regain a number of hit
points equal to half the necrotic damage dealt.
● You may use your Shadow Walk feature using 10
feet of movement, rather than a bonus action.